You will learn virtual reality storytelling techniques, Unity 3D engine integration and 3D animation approaches we have developed since the Oculus Rift's release last year to help wow and inform your audiences with this new and exciting technological platform.
History of VR – Hugo Gernsback TV Glasses in 1963
Sci –fi introduced the idea of immersive experiences.
The Sword of Damocles widely considered the first VR / AR head mounted display HMD. Created in 1968 by Ivan Sutherland and his student Bob Sproull
Ivan termed the device "the ultimate display“.
Graphics comprising the virtual environment were simple wireframe rooms.
HMD being attached to a mechanical arm suspended from the ceiling of the lab
AR and VR always been pervasive in modern media – They live John Carpenter
Lawn mower man, closest example to promised VR. Although focusing on more negative connotations of immersion/addiction.
We all thought it would be like this
We were promised the holodeck
But we got this instead
A 20 year old resurrected the industry in his parents Garage.
But how did this young man achieve this were massive corporations with huge budgets failed.
By retro fitting mobile technology that had advanced enough to create a decent experience.
Mobile hardware almost doubling in power compared to that of PC and laptop
Eve Valkerie
Games obvious first choice.
PC gamers more likely to adopt new technology.
Architectural visualisation
Surgery training - doctors
Post traumatic Stress Syndrome with the Emagin Z-800 3D visor. 2011 Project BRAVEMIND set out to help service men and women. Now integrating the Oculus Rift.
Jackson School, a school for special-needs students in Victoria, Australia, tries out the Oculus Rift virtual-reality system. The school is using the system to provide short, structured lessons to support instruction.
Robert Andre. MA in Interactive Product Futures.
Through the use of the 3D goggles, the smells, the temperature the user will experience the plight of those living in such cramped conditions
Lucy, Ama and Gemma will tell you of their own stories in their own words when you enter the virtual environment.
Zero point . First VR film by film maker Danfung Dennis
Jaunt first bespoke VR camera for the Oculus Rift. Pulled in $35 million in funding (Google being one of the venture investors).
The hype curve , where is VR. In my humble opinion we are somewhere here.
The hype curve , where is VR. In my humble opinion we are somewhere here.
Technology is a delivery mechanism. A means to an end. This cave painting is 40,800 years old.
Commencement Speech at the University of the Arts 2012
L'arrivée d'un train en gare de La Ciotat , Train Pulling into a Station 1895
directed and produced by Auguste and Louis Lumière.
Urban Myth – audience so freaked out, ran to back of room
Some rules change when we work in VR
Deep Sea Dive.
We had to guide users attention.
Use visual and auditory queues.
Deep Sea Dive
Theatrical techniques could be harnessed to help guide our viewers attention. Much like classic theatre.
A little different to film in that audience have more than one focal point.
We should harness these techniques to help guide our audiences in VR.
Secret cinema Back to the future. Creating a story space.
Making cinema more participatory for the audience.
So what does this mean for VR. We need to look at storytelling in different ways now. We need to understand Spatial narrative.
Disney Land is a great example of an excellently crafted space.
Jan Sircus – Key note Invented Places
Imagineers had 3 guiding principles
The first is structure and theme.
Hub and spoke model.
The structure of the environment enhances the theme. E.g Magic forest or futuristic city (Epcot centre).
Creating “narrative flow” through a space. A controlled exposure to story, theme and tone.
Edinburgh main street is the spinal column, the castle is the head. Controlled journey, city planners and architects.
Clear visual communication is very important. Your visitors should not get confused.
“Wienie effect” Attract visitors, draw them around your constructed spaces.
The castle in Disney land is the ultimate Weinie.
Half life 2 . The Wienie is the citadel. Very important narrative piece.
Citadel can be seen from many points in the game. Binds the story together.
In Half life 2 episode 1 we see the citadel again.
Based on Jim Partridges Analysis of Half life 2 episode 2
Here are our wienies
User encourage to interact, think and play constantly to maintain interest.
Pacing is very important. We are given the chance to take stock of our journey so far.
Very optimised use of level design.
Statue of Zeus at Olympia . One of the ancient wonders of the world. Destroyed in 5th century AD.
We can place our audience in dangerous environments, to help them empathise with social injustice
Or we can create futuristic cities , layered with story, character and wonder. We are only limited by our imaginations.