Virtual reality enters the film industry

Virtual reality technology has entered a period of rapid development. In addition to the game industry, filmmakers are also trying to bring the viewing experience to a new level through virtual reality technology. With a headset, viewers can easily enter another space and experience the latest virtual reality narration.

VR experience products become the new darling of the festival

The 2016 Tribeca Film Festival in New York opened on April 13 and continued until April 24, North America. More than 100 films from more than 40 countries and regions were exhibited. This film festival follows the trend and introduces virtual reality technology, abbreviated as VR, which brings a unique experience to the audience.

This year's virtual reality showcases the Tribeca Film Festival. The audience has the opportunity to experience 23 VR works and installation art. Among them, 16 are world premieres, including the VR works Killer Contract of the makers of the B-level autograph “Shark Wind” and feature films of the “Pen Rose” studio.

In the United States, the film festival center just completed this year will be used as an “experienced narrative” space with two separate areas for VR content exhibitions, namely “story of landscape” and “virtual entertainment”. With different opening times in the two regions, audiences planning to participate in all VR content in the Tribeca Film Festival must leave at least two days in the itinerary. In addition, the latest virtual reality interactive devices will also be exhibited at the center.

“Tribeca Film Festival is always a good new form of exciting narrative, whether video games or virtual reality,” said Jane Rosenthal, executive director of the film festival. Indeed, at the Tribeca Film Festival in 2015, a large number of VR experience products were displayed. This year, two specialized units are also set up to display various VR works and installation art. Among these are the works of the emerging VR production platform. A new attempt by traditional filmmakers.

Immersive virtual reality and immersive experiences have great room for development in future films

The “Story of Landscapes” area is displayed from April 14th to 17th. The VR works and interactive design in the exhibition area are related to topics such as racism, violence and environmental destruction. The six VRs participating in the competition will compete for a prize that will be judged by the jury.

One of the most representative works is Ark. As a virtual reality documentary, it tells about the most endangered animals on the earth. There are currently only three northern white rhinos. They are all equipped with weapons throughout the day. Bodyguards are protected. The film tells the story of scientists from all over the world uniting to save the species and prevent its extinction. During the viewing process, the audience can face the endangered animal through a simple device that is relatively connected to the camera.

The "Virtual Entertainment" zone is presented from April 18th to April 20th. It mainly showcases other VR experiences brought by top VR content creators, whether it is a dream or an anomalous type. The “Pin Rose” studio featured feature films about an orphaned little girl who lived a lot of life and lived in the dream city of the cloud. He ignited the magic match and made himself relieve her past and seize the hope of the future. The whole story emphasizes people's thinking to sacrifice for a higher pursuit.

Ms. Ingrid, one of the curators of the Tribeca Film Festival project, said, “I think immersive virtual reality and immersive experiences will have a lot of room for development in the future. With this kind of technology, you can look around and feel To be surrounded by stories. I think this trend of experience will not disappear, head-mounted devices will continue to develop, and the way people experience virtual reality will also increase."

Many movie production companies have seen the potential of VR in movie narrative

Kel O'Neill, the co-director and producer of the VR film "Ark," explained that if you want to achieve a 360-degree shot of a scene, you must have multiple shots and then integrate the shots. Although this technology is still in its early stages of development, many solutions require our own hands, which requires a little dedication!

Whether it is a blind person's voice diary or a breathing-controlled animation world, the development trend of the future movie industry has become clear. Andrew Palmer, an analyst at Oppenheimer, pointed out that in terms of VR's growth space, the multi-billion-dollar growth potential can only be seen in terms of hardware. Although the market share last year was almost zero, it may grow by tens or even 100 to 15 billion US dollars in the future. For example, consoles and personal computers will be the first growth point.

There is still a lot of room for improvement in virtual reality. In the past few months, from Samsung to Facebook, to HTC and Google, head-mounted devices launched by many merchants have entered the market. "BG Investment" company expects that the virtual reality market will rapidly increase to 30 billion U.S. dollars by 2020. And, even though the current industry leader is a game, many movie production companies have already seen the potential of VR in movie narrative!

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