This dissertation will explore the effects of virtual reality in theatre spaces and how it effects people's perception and experience about space and how the technology has advanced in past years.With the advancements in technology,the experience in theatre spaces has become hyper real thereby allowing people to perceive spaces in a different way.
The concept of virtual reality can be introduced in film festivals by assessing the possible effects and influences that the VR might have on people and movie experiences.This dissertation will also focus on how the movie experience changes by immersing yourself in the movie cutting you off from the people and surrounding,there by understanding the problems and challenges faced by people using surveys and questionnaires.
Virtual Reality is the computer-generated simulation of a three dimensional image or environment that can be interacted with in a seemingly real or physical way by a person using special electronic equipment, such as a helmet with a screen inside or gloves fitted with sensors.The technological advancements today have led to various explorations in different fields.
The various VR systems available today are
- Oculus Rift
- HTC'S VR system with controllers
- Samsung gear VR
- Google cardboard
- Treadmill and haptic gloves
VR movie watching is a 360 degree immersive experience where the viewer is at the center of action.As a scene unfolds,viewer has the choice to look in whichever direction he wants and become absorbed in whatever part of the action they choose.In VR cinemas, talking part is designed to be more about the technology and experience rather than the movie.When we watch movies,the action/reaction happens only within the narrative,but VR systems are considered to be linking human intelligence with artificial intelligence thereby engaging the audience.
How does introducing virtual reality in theatre spaces change the perception of movie experience
and affect the psychology of people and what are the outcomes?
The aim of this research is to study the incorporation of virtual reality spaces in theatre complex and to study the impact on people's behaviour and how they experience the space. The main idea is also to study on different VR technologies and the application of it in theatre spaces and to understand how virtual reality helps in improving the movie experiences by making it hyper real.
- The main objective of this research is to understand how people perceive such environments and how people cope up with the change in the viewing atmosphere of a movie theatre.
- To study how the implementation of Virtual Reality technology in theater spaces will have its own reflections on theater design.
- To understand how the technological advancements have helped in improving the cinematic experience.
SCOPE AND LIMITATIONS:
This research will be limited to :
- Exploration of different virtual reality systems and the scope of it in future.
- Exploration of proposals of virtual reality
- Understanding the limitations and challenges of using VR in movies
- Understanding the psychological impact of VR on people .
The study will not be focusing on :
DATA COLLECTION :
HISTORY AND EVOLUTION:
- Design guidelines
- Primary Casestudies
Pictures have been used as a medium of communication for thousand years.But the canvas and techniques for drawing them have changed radically.
Modern computer graphics have provided for many years,the newest and potentially most expressive media for pictoral communication .
Improvements in the power and accessibility of interactive 3D graphic system have recently added a new dimension.
By sensing the position and orientation of the human head and coupling the resulting data into a high performance computer graphics system,it is possible to generate a computer synthesized view of a virtual world wherever the user is looking.This is known as VR.
Virtual Reality is a new concept in cinematic field.
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. In some ways, VR films are the opposite of what film festivals stand for. The dissertation will focus on exploring more about the possibilities of improving the movie experiences with and without VR technology.
It could be argued that in the future the participation might lower to individual contribution rather than a group involvement.
Early VR headsets made some users feel nauseous.
"The stereotype of virtul reality is an isolated person sitting alone in a room,their head sealed with a helme.Tribeca immersive programming at the tribeca film festival tries to make VR more tangible and social experience "
PROPOSALS FOR VR :
The global VR market ,which was valued at about $2 billion last year is expected to reach approximately $27 billion by 2022.
Virtual reality isn't just for gaming anymore. VR movies are becoming mainstream with several Hollywood A-list directors jumping on board with a new approach to storytelling.
Virtual Reality cities – Hypatia by Timefire media
Virtual reality social networking – Vtime by Starship group.
Virtual Reality tours by Chernobyl vrVirtual Reality research by Visualization laboratory.
Architecture by Iris Vr.
" A prominent project – Hero allows users to move around freely in a simulated syrian neighbourhood."
RESEARCH PAPER AUTHOR SUMMARY
- Fusion of reality and virtual reality Narin SappakitThe research paper mainly focuses on how digital technology can be implemented between film and architecture.As walls and skin of the building can now become screens, changing the way the building relates and interacts to its context and the way people experience space.
- How does virtual reality influence cinema ? Exploring a possible future of cinematic environment by Benan DemirThe paper focuses on the new technology of virtual reality on the cinema and how the two may collaborate and converge. It also explores on the existing virtual cinema products and argue how they might converge in future
- Virtual Reality in Theatre spaces Sherouk Mohamed Shehab El Din Saad Bad The paper focuses on two aspects.Traditional theatre spaces and virtual reality and its impact in theatre spaces.The study is based on creating virtual reality spaces with unlimited design creativity for entertainment and education by using different VR systems.Also by adding new architecture approaches to form spaces that can highly implement Virtual Reality Technology
- Why virtual reality will change the design forever? Article by Mark Wilson Discusses about the various reasons and the positive sides of vr technology
- Tribeca film festival
- How virtual reality is changing the way we experience stage shows?
- Virtual Reality Movies: VR revolution Article Gabriel ElizondoArticle by The Conversation blog.
The wall street journal Talks about how Tribeca Film Festival for the first time, showcases a theatre constructed for cinema-goers to fully experience films in 360 degrees.
Discusses about the development f VR in recent years. When virtual reality is used interactively it opens up whole new worlds to be explored. The traditional relationship between space-actor-spectator becomes a space-spectator relationship. The audience is no longer in a passive role. Dramatic action is substituted by a real action, and how it plays out is shaped by the spectators. Talks about how Hollywood is Changing with Vr technology.
Viewing VR is starkly different than watching a traditional film: With conventional movies, the director dictates your focus of attention. An aerial view cuts to a medium shot cuts to a close up—giving you no say in what you see. But virtual reality puts you in charge. The headset allows you to observe any aspect of a setting and, in some cases, even affect the way the story unfolds depending on where you look.
Advancement of VR in marketing and investment – a digital survey report:
"With investment in augmented reality (AR) and virtual reality (VR) on the rise, the results of a new survey by global law firm Perkins Coie LLP depict a growing industry that is moving to a greater focus on more practical applications, while facing concerns reflective of an expanding customer base. The survey of startup founders, technology company executives, investors and consultants, released in March 2018, follows the firm's inaugural AR/VR Surveyreleased in September 2016. "
Biggest obstacle for mass adoption of VR technology
Literature survey anaysis :Industry insights to the future of VR Gaming was considered as the sector they expected to attract the most investment for the Coming year but wasn't strong in 2018.with military,movies,among the areas making gains. Most of the respondents said that user experience was the top obstacle for VR because of Heavy headgears cost being the second biggest obstacle .
The drop for movies and television could stem from a belief that shorter experiences work better VR. But the drop for live events and the annuncements including the October 2017 announcement that Facebook would use Oculus technology to allow its users to watch live concerts and sports with friends from around the world.
"Overall, the survey shows that those in the industry have strong confidence in the potential of AR and VR. One respondent called this era a formative and experimental phase—one that will create significant rewards for both developers and players in the not-too-distant future."
SURVEY REPORT – QUESTIONNAIRE
In a survey conducted among 20 people around 10 people have experienced VR more than 4 times. As the technology is advancing VR people are getting more Familiar with the devices used hence contributing to the Growth of VR industry
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