The Development Of VR Technology And VR Films And Its Challenges

Media Entertainment Tech Outlook | Friday, August 26, 2022

A film's narrative aims to elicit empathy from the audience and bring them closer to the plot, and VR Technology can do just that with its immersive experience.

Fremont, CA: Virtual Reality (VR) technology is the use of computer simulation to create a three-dimensional virtual world in which the user experiences visual, aural, tactile, and other real feelings through external interactive devices, resulting in a sense of immersion. The virtual reality cinema format, which combines movies, games, and theaters, has been an enormous success. Many games are starting to adopt the cinematic language when it comes to plot advancement. The future of VR movies will be to combine games and films to make the audience highly participatory in an immersive drama. Users can already have a better experience using existing VR video production technology and hardware playback devices, allowing them to engage more with the movies. Panorama video services delivered by head-mounted displays or smartphones are extensively used, offering customers a novel watching experience, thanks to the rapid advancement of virtual reality technology. The combination of VR with films is still in its early stages of development. People enter films wearing head-mounted displays and have a high sense of immersion as though they were in the real world. Users can view their surroundings genuinely through their own eyes and perform specific tasks in a VR environment. When used in film, virtual reality technology can imitate sensory capabilities such as sight, hearing, and touch, allowing individuals to immerse themselves in a virtual world fully. For filmmakers, this is a technique that will enable the audience to become completely absorbed in the story and emotionally invested in the characters. Viewers have the impression that this is a real scene thanks to virtual reality technology. If the video is intended to elicit empathy, virtual reality filming is likely the most effective method. The highly immersive environment that VR cinema generates to deliver a realistic, immersive experience is the basis of its appeal. However, interactivity in virtual reality films and television has always been a challenge for producers, and it is now addressed by assigning characters to the audience and having the actors in the show converse with them. Overall, virtual reality is a new medium that is motivated by the need to have an engaging experience. Virtual reality technology will usher in remarkable advances in the cinematic narrative, potentially taking it to new heights. Due to the advances brought about by the technology revolution, artificial intelligence, big data, and other factors, people are positive about VR. Traditional film and animation are constrained by the freedom and subjectivity of VR. The concept of virtual reality is simple: it shows an entirely virtual image and then uses head and motion-tracking technology to follow the user's movements and reflect them in the content, creating an immersive experience. "Virtual reality is a method for emotionally engaging viewers with global social issues." (p148, Gillespie) It is better suited to video games, immersive movies, TV material, and other applications than conventional near-reality 2D displays. VR games and VR movies are currently the most popular. Virtual reality movies are also being actively developed in Hollywood, and some large technology companies have begun to build virtual reality amusement parks to offer a more interactive virtual reality entertainment experience through huge venues, complete motion tracking systems, and designs like video game-like scenes design.

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Challenges in VR production

The immersive quality of virtual reality is what gives it its strength. It is transmissive, blending the spectator and the art completely. However, VR movies are now experiencing significant problems. One of them is the high price of virtual reality films. Virtual reality films aren't modest, quick films; they need to tell a lot of stories and use a lot of spectacular effects. With today's cameras and special effects production, it's impossible to produce an entire film with high special effects. The most challenging special effects to create are rendering effects, which require a long wait because current machines' performance cannot handle that level of demand, making VR production impossible with contemporary equipment. Second, there is no means to discern the perspective's mainline. This is the problem with filmmaking; VR allows to change the perspective at any time, but the viewer viewing doesn't know where the best part is going to emerge. The audience may turn to look behind them, but the best scene has already been performed on the opposite side, which is a shame. As a result, the director has failed to draw the viewers' attention to the director's thoughts while filming. The main issue is that watching a two-hour film while rotating head to follow the director's storyline is too exhausting. There is also a sensation of vertigo, which has nothing to do with a physical condition like seasickness, which is experienced by some people but not others.

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