According to experts' opinions, these immersive movies will make the traditional film inferior. Digital Trends claims: “Even the biggest movie achievements are inherently boring for viewers. The camera tells you where to look. Hey, who wants that?â€
Any science and technology news will tell you that 2016 is a virtual reality. Each billion-dollar company and its partners are crowding into the virtual reality headset market (Sony, Samsung, Google, Microsoft, and HTC). Since 2014, when Facebook spent $2 billion to purchase the emerging virtual reality company Oculus, journalists and investors have become part of this popular machine.
With this technology, glasses full of images will immerse you in a world. When you turn your head in any direction, your "camera angle" changes. Obviously this is a tool that can be used in games. When you can shoot the aliens behind, why shoot out the aliens in front of you?
But according to enthusiasts of the technology, the next step is to develop virtual reality movies. Fox, Disney, and Lions Gate Pictures have invested heavily in producing 360-degree movies.
According to experts' opinions, these immersive movies will make the traditional film inferior. Digital Trends claims: “Even the biggest movie achievements are inherently boring for viewers. The camera tells you where to look. Hey, who wants that?â€
According to Gizmodo, this year's Sundance Film Festival's virtual reality movie will be the "first heavy blow to traditional film."
Ok. You can look around in virtual reality movies, and virtual reality movies will replace flat movies that are both boring and overbearing. Right?
To make a long story short, the reason is simple. Virtual reality equipment is expensive (Oculus Rift's headset costs $600, plus a compatible computer costs $1,000). Moreover, wearing the device is too heavy, so it is impossible for the consumer to wear two hours of continuous watching a movie.
Then there is the technical challenge: Virtual reality movies are very difficult to shoot. Even shooting a flat-screen movie requires a great deal of effort so that lights, staff, and vehicles do not appear in the lens. Where do you need to hide your equipment, lights, and staff when the film needs to capture a 360-degree environment around it?
But those are minor issues. The bigger problem that no VR filmmaker can solve now is: the audience's attention.
Film directors don't just direct actor, they also dominate your attention. Use camera angles, lights, selective focus, and even sound to create the target effect. A movie is a story that everyone experiences in the same way because we all witnessed the same incident.
But in a spherical movie, how do we know where to look? If we are examining the wreckage of the car behind us, how does the director determine that we will see the bad guys exposed?
This is the problem you will encounter in the first batch of virtual reality movies. In a 360-degree virtual reality video funded by the Mini (automaker), the hero pushed a factory worker into a pile of boxes and ran out of the camera. I'm still looking at the worker, guessing he has something to do, and then my on-screen collision tells me that I just missed the next major action point.
Sometimes the picture signal guides you where to turn, like the fireflies in the Pixar-style virtual reality cartoon "Lost" produced by Oculus, or some arrows appearing in the New York Times' experimental virtual reality scene. . Very clumsy.
However, most virtual reality "movies" have no plot. Some people sit in panoramic scenes in interesting scenes: markets, boats, sporting events, you can look around.
This is very immersive and fun. Some games are very cool. But it is not a narrative. They are not movies.
History tells us two things about new technologies that may change lives. First, they enter the niche market, but rarely become household items (such as 3D printers and Segway scooter). Second, new innovations rarely replace old ones with expectations. They make older products more powerful.
So, yes, there are already very successful virtual reality scenarios, virtual reality games, virtual reality concerts, virtual reality real estate “visits†and virtual reality city tours on the market. One day there may be a combination of movies and games.
But virtual reality will still be a novelty experience, like those hydraulic "4-D" rides in IMAX movies or amusement parks, shopping malls or science museums. Before people find a way to tell the same story to each virtual reality audience in the same way, those boring, linear narrative movies will still be our cinema.
Any science and technology news will tell you that 2016 is a virtual reality. Each billion-dollar company and its partners are crowding into the virtual reality headset market (Sony, Samsung, Google, Microsoft, and HTC). Since 2014, when Facebook spent $2 billion to purchase the emerging virtual reality company Oculus, journalists and investors have become part of this popular machine.
With this technology, glasses full of images will immerse you in a world. When you turn your head in any direction, your "camera angle" changes. Obviously this is a tool that can be used in games. When you can shoot the aliens behind, why shoot out the aliens in front of you?
But according to enthusiasts of the technology, the next step is to develop virtual reality movies. Fox, Disney, and Lions Gate Pictures have invested heavily in producing 360-degree movies.
According to experts' opinions, these immersive movies will make the traditional film inferior. Digital Trends claims: “Even the biggest movie achievements are inherently boring for viewers. The camera tells you where to look. Hey, who wants that?â€
According to Gizmodo, this year's Sundance Film Festival's virtual reality movie will be the "first heavy blow to traditional film."
Ok. You can look around in virtual reality movies, and virtual reality movies will replace flat movies that are both boring and overbearing. Right?
To make a long story short, the reason is simple. Virtual reality equipment is expensive (Oculus Rift's headset costs $600, plus a compatible computer costs $1,000). Moreover, wearing the device is too heavy, so it is impossible for the consumer to wear two hours of continuous watching a movie.
Then there is the technical challenge: Virtual reality movies are very difficult to shoot. Even shooting a flat-screen movie requires a great deal of effort so that lights, staff, and vehicles do not appear in the lens. Where do you need to hide your equipment, lights, and staff when the film needs to capture a 360-degree environment around it?
But those are minor issues. The bigger problem that no VR filmmaker can solve now is: the audience's attention.
Film directors don't just direct actor, they also dominate your attention. Use camera angles, lights, selective focus, and even sound to create the target effect. A movie is a story that everyone experiences in the same way because we all witnessed the same incident.
But in a spherical movie, how do we know where to look? If we are examining the wreckage of the car behind us, how does the director determine that we will see the bad guys exposed?
This is the problem you will encounter in the first batch of virtual reality movies. In a 360-degree virtual reality video funded by the Mini (automaker), the hero pushed a factory worker into a pile of boxes and ran out of the camera. I'm still looking at the worker, guessing he has something to do, and then my on-screen collision tells me that I just missed the next major action point.
Sometimes the picture signal guides you where to turn, like the fireflies in the Pixar-style virtual reality cartoon "Lost" produced by Oculus, or some arrows appearing in the New York Times' experimental virtual reality scene. . Very clumsy.
However, most virtual reality "movies" have no plot. Some people sit in panoramic scenes in interesting scenes: markets, boats, sporting events, you can look around.
This is very immersive and fun. Some games are very cool. But it is not a narrative. They are not movies.
History tells us two things about new technologies that may change lives. First, they enter the niche market, but rarely become household items (such as 3D printers and Segway scooter). Second, new innovations rarely replace old ones with expectations. They make older products more powerful.
So, yes, there are already very successful virtual reality scenarios, virtual reality games, virtual reality concerts, virtual reality real estate “visits†and virtual reality city tours on the market. One day there may be a combination of movies and games.
But virtual reality will still be a novelty experience, like those hydraulic "4-D" rides in IMAX movies or amusement parks, shopping malls or science museums. Before people find a way to tell the same story to each virtual reality audience in the same way, those boring, linear narrative movies will still be our cinema.
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