Preserving Virtual Reality

Zeynep Abes
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Abstract

According to the Library of Congress, 75% of silent movies before the 1930s are lost forever. [Pierce, 2013] During the early 20th century, films were not considered to have much future value or lasting significance which lead to the majority of them not being properly archived or preserved. Most films were intentionally destroyed to avoid spending money on storage space and expensive upkeep of the materials. [Pierce, 2013] By the time studios and institutions started to establish film archives, it was already too late for most of early cinema. We are seeing a similar scenario take place with preserving interactive media projects as the majority of VR experiences have been ignored by institutional archives. Preserving virtual reality has a particularly unique challenge because it is designed with interface, hardware, and software in mind. Unlike films and games that can easily be archived in formats that can be universally played on screens, the majority of virtual reality experiences are designed to run on very specific hardware. Once a headset is no longer supported, the dedicated VR experiences also disappear with it, unless they are continuously updated to move to newer systems. Unfortunately, the majority of independent developers and creators do not have the resources, time, or budget to keep up with the constant turnover rate of new hardware. Not to mention the lack of infrastructure that prevents content creators from ensuring the longevity of titles that are not positioned with a financial gain. The panel will explore and discuss the challenges of establishing a standard of best practices for VR preservation and how to support the futurity of these studies. The discussion will further delve into the need for collaboration between artists, institutions, and above all the technology companies that the medium so heavily relies on. Panelists will provide real-world examples of why it's important to consider the potential long-term value of archiving virtual reality content, both for researchers and for the general public. The panel will identify key challenges and risks to bring clarity to the complex nature of this undertaking, like the intricate ecosystem of hardware and software and how the rapid obsolescence cycles continuously challenge efforts for conservation. We know that archives are not neutral. They are a product of their culture, oftentimes the dominant culture. In this case, big tech is the gatekeeper when it comes to deciding what gets to be kept and what gets lost within the virtual reality community. As companies like Meta take further control of the industry, people will surely not get a clear understanding of the systems of oppression within the history of immersive media, let alone a virtual reality archive for future students to reference from the past.
保留虚拟现实
根据美国国会图书馆的数据,上世纪30年代以前75%的无声电影永远消失了。[Pierce, 2013]在20世纪初,电影被认为没有太多的未来价值或持久意义,这导致大多数电影没有被妥善存档或保存。大多数电影都是故意销毁的,以避免在存储空间和昂贵的材料维护上花钱。[Pierce, 2013]当电影公司和机构开始建立电影档案时,对于大多数早期电影来说已经太晚了。我们在保存互动媒体项目上也看到了类似的情况,因为大多数VR体验都被机构档案所忽视。保留虚拟现实具有特别独特的挑战,因为它在设计时考虑了接口、硬件和软件。不像电影和游戏可以很容易地以可以在屏幕上普遍播放的格式存档,大多数虚拟现实体验都是在非常特定的硬件上运行的。一旦耳机不再支持,专用的VR体验也随之消失,除非它们不断更新以转移到更新的系统。不幸的是,大多数独立开发者和创作者没有足够的资源、时间或预算来跟上新硬件的不断更新速度。更不用说缺乏基础设施,这阻碍了内容创作者确保那些没有经济收益的游戏的寿命。小组将探讨和讨论建立虚拟现实保存最佳实践标准的挑战,以及如何支持这些研究的未来。讨论将进一步深入探讨艺术家、机构、尤其是媒体严重依赖的科技公司之间合作的必要性。小组成员将提供现实世界的例子,说明为什么考虑将虚拟现实内容存档的潜在长期价值对研究人员和公众都很重要。该小组将确定主要的挑战和风险,以明确这项工作的复杂性,例如硬件和软件的复杂生态系统,以及快速的过时周期如何不断挑战保护工作。我们知道档案不是中立的。他们是文化的产物,通常是主导文化的产物。在这种情况下,当涉及到决定在虚拟现实社区中保留什么和丢失什么时,大型科技公司是看门人。随着Meta这样的公司进一步控制这个行业,人们肯定无法清楚地了解沉浸式媒体历史上的压迫系统,更不用说为未来的学生提供一个过去参考的虚拟现实档案了。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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