What is Immersive Experience?
Source Courtesy of Freepik. (VR Experience)
Immersive experience can be facilitated through digital
media environment using Head-mounted Display (HMD) where the audience is being
transported digitally to simulated virtual environment. In this way the
attention of the audience solely focuses on the environment that they are
exploring and interacting with, giving more memorable experiences and total
engagement in the virtual world.1 VR is going to play an incredibly
important role in the history of mediums. As Chris Milk explained it in his TED
talk, it’s the first medium that makes the jump from our internalisation of an
author’s expression of an experience, to our experiencing it firsthand.3
Virtual reality bridges the gap between being just an audience to an active
participant. The audience becomes a part of the story where they can shape the
narrative, becoming storytellers themselves. VR is a medium where our consciousness
is inside the simulation narrated and controlled by us as a center of the story.
Films and Storytelling
“The power of individual user as an interactor within a
story space, and a new way to develop powerful stories that come out of
cinematic tradition” – Alex McDowell, Narrative Designer, Creative Director. 2
How can we use modern technologies to tell more compelling stories that will
give more impact compared to our traditional film? The notion of virtual
reality is the power that it gives the audience to become part of the story,
whereas a traditional film making is passive watching from a device that acts
like a window. In other words, in virtual reality we are inside the story, and
we are immersed in the world we are exploring, according to Chris Milk from his
TedTalk (2015).4 Technology evolves as well as human interaction,
from telling a story to visualisation. Imagine a world where we can create new
dimensions and reshape reality in our own way, where there is no limit to our imagination
in any shape or form. We can transcend our dreams and make them a reality where
our audience can experience all the emotions, all the narrative and awe that we
can achieve through virtual reality.
Entertainment and Virtual Reality
Cinema will continue to evolve, and it will be more
successful than ever. There will be an evolution of all media and the
possibility of broad creative collaborations.2 Entertainment
industry will strive to create better experience for audiences, as we are
moving to a future of digitalisation. According to evaluation of Di Lei and
Sae-Hoon Kim from Sejong University, the analysis says that virtual reality
scored the highest from four forms of films and television animation.5
Virtual reality as form of entertainment compared to other medium ranks better in
the research which implies that it has more impact on the audience. There is
still room for improvement since VR hardware is in the early stage of
development. The more designers and artists bring unique experiences, the more
people will be interested in participating.
The future of virtual reality as a medium will grow by
creating and building better interactive experiences. In addition, immersive
experience will continue to evolve as the hardware and software becomes better
and more seamless to wear and use. It is evident, and I stand by it too, that
this digital media will play a good part in our future. Joseph Bates mentioned
a writer envisioning virtual reality as a “Fantasy Machine”. On his
paper, there was writer of a popular science article learned about virtual
reality research. When the writer tested the machine and after three months the
articles appeared around the writer’s experience during that time “I opened my
eyes and had been transported in time and space. VR will let us enter our
fantasies.”6 The potential of this machine is limitless with the help
of our imagination and creativity. To achieve this, we will need to explore all
the possibilities and test ideas and get feedback to improve the experience.
My Conclusion
Virtual reality will play a big role in the future of
mediums and how we leverage technology in our daily lives. My current role is a
Designer in a government side in business and technology. We are creating
engaging content for learning or telling a story about a certain topic through
videos or motion graphics that interpret the intentions of the project. I’ve
been using motion graphics and infographics as my medium; we use it to
communicate and create helpful guidelines for using the technology as part of
our system. We’ve enhanced our medium from PowerPoint presentations to motion
graphics, making the possibility of having Virtual Reality as a medium a
massive advancement. Having a medium that can visualize a narrative and lets
the employees engage with it is a game changer. I can see how business is
interested in integrating this kind of technology to ease the process of
training of the work force.
Virtual Reality can bridge the gap of simply listening and
watching to interacting and learning the process with more engaging and
hands-on involvement. This will also help to create reusable content that can be
shared with everyone in any part of the world, bringing us closer to global
collaboration.
List of Illustrations:
Freepik:
References:
- Zhang,
C. (2020) The Why, what, and how of Immersive Experience. Published
by IEEE (volume 8) 11 May, (Online) Available at: https://ieeexplore.ieee.org/abstract/document/9091071/authors#authors
(Accessed: 22nd May 2023)
- McDowell,
A. (2015) World Building and Narrative. LinkedIn Learning. 9 October. https://www.linkedin.com/learning/alex-mcdowell-world-building-and-narrative/introduction?autoplay=true&resume=false&u=50251009
(Accessed: 22nd May 2023)
- Milk,
C. (2016) The birth of virtual reality as an art form. TedTalk.
Available at: https://www.ted.com/talks/chris_milk_the_birth_of_virtual_reality_as_an_art_form?subtitle=en
(Accessed: 23 May 2023)
- Milk,
C. (2015) How Virtual Reality can create the ultimate empathy machine.
TedTalk. Available at: https://www.ted.com/talks/chris_milk_how_virtual_reality_can_create_the_ultimate_empathy_machine (Accessed: 24 May 2023)
- Lei,
D. and Kim, S. (2021) Application of wireless virtual reality
perception and simulation technology in film and television Animation.
209 Neungdong-ro, Gnuja-dong, Wgwangjin-gu, Seol, Republic of Korea. 18
November. Available at: https://downloads.hindawi.com/journals/js/2021/5041832.pdf (Accessed: 24 May 2023)
- Bates,
J. (1991) Virtual Reality, Art, and
Entertainment. Presence: Teleoperators and Virtual
Environments. School of Computer Science and College of Fine Arts Carnegie
Mellon University. 1 June. Available at: https://citeseerx.ist.psu.edu/document?repid=rep1&type=pdf&doi=0c52e3b5e38090dcd6abf8b8e766f053922cc084 (Accessed: 24 May 2023)
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