VR motion sickness is a real issue in the industry. While advancements in virtual reality mean it is less powerful,… Read More »VR motion sickness: What is true and what is false?
Pebble Studios have made adorable history by taking childhood imagination and turning it into a VR experience. Allowing the children to step into a world of their own imagination made real.
As 2016 comes to a close, it is time to unveil the Heroes of 2016.
From marketeers to developers, producers to creatives – these people drove their potential within the industry to make a positive impact on where they worked. This is a list of the top fifteen people who made a difference – those who deserved to be noticed and followed.Read More »The Heroes of VR in 2016
So far I have explored two core differences of VR storytelling – the user having a physical presence in the world, and the experience within this world requiring a label. This sense of belonging in the world can, as Kate Gray suggested, be overwhelming for certain individuals. Within this world there must be new styles, editing techniques, and story telling tactics. The camera cut no longer matters when a viewer can freely move their head.Read More »"Paint me a scene": How is VR storytelling different?
In the late 1920s, the film industry was revolutionised by the commercial introduction of sound with movies, or talkies. Now we see a repeat of this phenomenon with VR storytelling. Originally with The Jazz Singer (1927), continued by All Quiet on the Western Front (1930), and parodied in Singin’ in the Rain (1952) audio began to transform film. It was a time of rudimentary transition, restricted camera movements, live dialogue, and minimal editing. The earliest talkies were primitive, and often designed to capitalise on the novelty of sound. Talkies eventually dominated the filmmaking landscape – but only after exploration and experimentation. Read More »"Spin me a Tale": What makes VR storytelling different?
At the moment we are in what I call the ‘Wild West’ of VR. Hundreds of new companies are cropping… Read More »The real winners in VR are the conference organisers
In 1995 Nintendo introduced the Virtual Boy, one of its greatest commercial failures. Poor third-party support, poor graphics, and misleading marketing led to the failure of the first gaming VR headset. But over twenty years later, we have finally reached a point where the technology has caught up with the imagination and creativity of its developers, and we are now on the crest of a massive, industry-changing wave of innovation.
Read More »Why Virtual Reality won't go the same way as 3DTV