Science Fiction and Virtual Reality
The growing popularity of virtual reality provides a new way
to reimagine the science fiction genre through immersive experience. Both are
stretching the imagination of the audience to explore places that are
unfamiliar and different from reality. Science Fiction has been successful as a
genre whether as a book, graphic novel, film, animation, or game.
This project explores how virtual reality can tap into a new
dimension of adventure, storytelling, and a sense of awe.
Figure 1
Source Courtesy of Freepik. (Night Sky Glows
with Galaxy Mystical Silhouette Generative AI)
“VR is shared and objectively present like the physical
world, composable like a work of art, and as unlimited and harmless as a dream.
When VR becomes widely available, around the turn of the century, it will not
be seen as a medium used within physical reality, but rather as an additional
reality. VR opens up a new continent of ideas and possibilities. At Texpo 89 we
set foot on the shore of this continent for the first time. --VPL Research at
Texpo 89” 1
In other words, virtual reality opens a new world which has the potential to become an additional reality. This will inevitably affect our way of thinking, perceiving and ultimately, the way we create. We can build a dream or a work of art that can be shared for others to experience inside a 3-Dimensional (3D) environment. Or, in the words of “Hollywood watch out, soon VR will let us into our fantasies.”3
Virtual reality companies target science fiction as their
subject for their projects.2 Science fiction has always been a genre
where designers and developers can be creative without boundaries.
Fantasy and Discovery
The immersive presence that virtual reality can provide us
and takes us to virtual places in a way that it feels like we are a part of that
place. It can be an enchanting world full of magical things like we can only see
in films. In virtual reality, this fantasy world can be experienced through
realistic visuals, sound effects and interactivity that gives us a sense of
being in it as if it is real.
Unlike other mediums, virtual reality can take us inside a
world where we can explore and have the sense of adventure. Therefore,
enhancing the narrative experience through virtual reality can evoke feelings
such as excitement, wonder, joy, and amazement.
While successful media for presenting fantasy world are
novels, television, and film, 3 we are exploring if virtual reality
can accomplish the same. Would a fluorescent tree, floating orbs of light, or a
magical creature be sufficient to experience and conclude that we are in a
fantasy virtual world? Or does it need something more? One possible way to make
a world feel like a new world, specifically a fantasy world, no matter in which
medium it is presented, is the story and the way it is told.
Pixar Animation cofounder Ed Catmull said to a reporter with
‘The Guardian’ that virtual reality is not storytelling. People have been
trying to do it for 40 years, but they haven’t succeeded according to Ed
Catmull.4 Storytelling in virtual reality is different compared to
traditional media like cinema. However, comparing virtual reality with film is
somewhat like comparing a book to a film. Telling the story in different
mediums is different. Books and cinema take us to the story and show us the
perspective of the character of the story, while virtual reality is inviting
the audience to step in, be part of the story and influence it. Even the style
of being just present inside the world like ‘The Swayze Effect’ is like being
the camera hovering around the world watching over the character of the story. 5
One successful virtual reality storytelling is ‘Allumette’ by Penrose6
where the audience become the camera in the story and get absorbed inside the story,
surrounding and the characters.
Whether virtual reality has the capacity to tell a story or
not, perhaps we are to examine the idea of storytelling. If the audience has
the power to change the plot or the outcome, we must anticipate and account
different possibilities in developing the story. It seems this way of
storytelling would require extensive knowledge of behavioral psychology as well
as the art of storytelling. Perhaps, what we really should be thinking is how
to apply what fantasy is to a new medium? How do we make the audience
experience the unexpected?
“Storytelling in virtual reality is less about telling
the viewer a story and more about letting the viewer discover the story”. 7
Virtual Reality gives us different lenses to view the world, to discover new
things, and immerse ourselves in the experience.
Virtual Reality, Art, and Creativity
Virtual Reality technology can successful audience to
various virtual environments where they can experience an imaginary world. The
participants can experience the point of view of the protagonist in the story
where they can potentially control the body of the protagonist. The participant
can hear, see, and move the virtual body according to their liking that creates
the feeling of connection to the virtual world. The narrative in an enchanted
environment and alternate realities is a creative genre of science fiction which
can give us a glimpse of the future or imaginary world where it can inspire new
ideas and provoke the mind of the audience. Science fiction ignites the
creativity of the audience and transforms the perspective.
This is why science fiction is loved by many. Besides the
artistic and creative approach through storytelling, science fiction is often
predictive, or extrapolative.8 It gives us an alternative world
where we can experience good or bad and gives us a glimpse of the future where
we have technologies that haven’t been invented yet, even living in an alien
world where everything is different compared to our world.
Conclusion
Virtual reality (VR) technology indulges the participants in
a virtual world to experience fantasy, fictional and unknown places through
immersive experience. While traditional media such as books, films, animations,
games, and graphic novels are great medium for storytelling, virtual reality
has its uniqueness of presenting the story through virtual world. Virtual
reality enables the audience to become part of the story. Head Mounted Displays
(HMD) delivers the visual, sound and the connection with the virtual body,
creating the feeling from the point of view of the character. The audience has
control in real-time and can make choices based on their preferences. This
ultimately creates a different perspective of being part of the story and
empathise with the characters and the circumstances.
With this technology, we have a new creative medium for
designers, artists, and storytellers to use to be closer to the audience that
gives a new level of experience and perspective. Books, graphic novels,
animation, and films are our go-to mediums when we want to be entertained or
just escape from our daily lives. Science Fiction has taken us to different
places through the art of storytelling and creative visuals. Imagine exploring
a unique virtual world that we can experience and immerse ourselves in, where
we can be fully absorbed by the fantasy world and be a part of the story.
There are numerous possibilities of virtual reality for
science fiction genre and many different methodologies and techniques for
storytelling. While storytelling in virtual reality is a new territory that
needs more research and analysis, we can conclude that immersive experience is
not all about seeing new out-of-this-world creatures and worlds, it is about
discovering it. Thus, the line between the story and the audience is blurred.
It is challenging the creators, as well as the audience.
List of Illustrations:
Figure 1: Freepik, (Night Sky Glows with Galaxy Mystical
Silhouette Generative AI) (https://www.freepik.com/free-photo/night-sky-glows-with-galaxy-mystical-silhouette-generative-ai_41040734.htm#query=fantasy%20world&position=5&from_view=search&track=ais#position=5&query=fantasy%20world
)
References:
- Chesher, C. (1994) Colonizing Virtual Reality, Construction of the
Discourse of Virtual Reality, 1984-1992. Cultronix. (Online) Available at: https://d1wqtxts1xzle7.cloudfront.net/46123770/Colonizing_Virtual_Reality-libre.pdf?1464770118=&response-content-disposition=inline%3B+filename%3DColonizing_Virtual_Reality_Colonizing_Vi.pdf&Expires=1687092352&Signature=H~wICz5yZF~lvSLF9skZ3~Dd21X1SyWboy~8tA3YfprIMuTY9hM6JNi2mOyt2~SIVd1DVWlvsh7gE-w1kEyAlepImX78vXrUrUuel4LK~vB-H~sMkJhygiJ-YB5yDr9o77FLVJgB~VwIBxyu01qyUjvuByrsuKiXSj1KJYeimBtiLQ08ZqlbO9vRmBM1Zu6fhEwnlR5uDIbXU8AGmuqzb9tk51S4vo765pPgL3u-XOwgCZWmoi-qa4rcQkHzZjf~pa9MILkfbSi8H0My7CvsuxE-qpLKX1ZDunrxxxRSH~P22l8iGmcVJX-EDJE2R-2gfoSoAoY00UA~grQSHJKECw__&Key-Pair-Id=APKAJLOHF5GGSLRBV4ZA
(Accessed: 14th June 2023)
- Wingfield,
N. (2016) Virtual Reality Companies Look to Science Fiction for Their
Next Play. The New York Times. Technology. 16 February.(Online) Available at: https://www.nytimes.com/2016/02/17/technology/virtual-reality-companies-look-to-science-fiction-for-their-next-play.html
(Accessed: 14th June 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. (Online) Available at: https://citeseerx.ist.psu.edu/document?repid=rep1&type=pdf&doi=0c52e3b5e38090dcd6abf8b8e766f053922cc084 (Accessed: 24 May 2023)
- Dredge, S. (2015) Pixar co-founder warns virtual-reality moviemakers:
‘It’s not storytelling’. The Guardian. 3 December. (Online) Available at: https://www.theguardian.com/technology/2015/dec/03/pixar-virtual-reality-storytelling-ed-catmull
(Accessed: 14 June 2023)
- Burdette, M. (2015) The Swayze Effect. Meta Quest. 18 November. (Online) Available at: https://www.oculus.com/story-studio/blog/the-swayze-effect/
(Accessed: 14 June 2023)
- Penrose (2016) Penrose Studios – Allumette Trailer. Penrose
Studios. 13 October. (Video) Available at: https://www.youtube.com/watch?v=AkzdxgMBDi8
(Accessed: 14 June 2023)
- Bucher, J. (2017) Storytelling for Virtual Reality, methods and
principles for crafting immersive narratives. 1st edn. Taylor and Francis. 6th
July.
- Hadhazy, A. (2011) Why we love Sci-fi: It Boldly Goes Where Other
Stories Can’t. NBC News. Space.com. 4 January. (Online) Available at: https://www.nbcnews.com/id/wbna40907377
(Accessed: 14 June 2023)
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