In March of this year, Spielberg's sci-fi movie "Number One Player" won great praise once it was released. In addition to dizzying eggs, the immersive experience brought by VR (Virtual Reality) technology is also fascinating. Important elements. The time of the movie is set in 2045, so in the real life of VR technology has developed to what extent? Will the situation in the movie become a reality in the near future?
In the official exhibition area of nearly 3,000 square meters, the image week has arranged interactive areas, VR theaters, installation areas, immersed art areas, and other areas, presenting to the audience including BBC, Pinta, and the like through exhibitions and immersive video technology exhibitions. Baobab and other VR works from around the world cover a wide range of topics, including animated films and historical events as well as real-life experiences and space explorations. A total of 50 VR works from more than 20 countries were collected at the International Film Festivals in Sundance, Venice and Cannes. Half of them were premiered in Asia. In the exhibition works, there are also works from the Chinese team's "Lishan", "Di Sanxian", "Gulangyu III Love Letter" and other works.
At the same time, this week Image Week also established the “Global Immersive Imaging Cooperation Coalition”. Through the cooperation alliance mechanism, it manages the circle of global VR industry resources, realizes transnational cooperation and resources, and operates through the platform and resources of the Imaging Week. Establish China's leading position in global immersive imaging and VR film and television, and become the hub of global resources and market entrance. At the same time, through closer international cooperation, VR industry is seeking a sustainable development answer in the global market.
In addition, midweek invitations included Paramount, Disney, NASA, the United Nations, New Media Summit to discuss live artists, science fiction writers, futurists, photographers, theater directors, technology companies, and universities. The guests attended the summit to discuss the current status and future of VR technology.
2016 is the “VR first year”, and the entire VR industry experienced a very high industrial expectation peak in that year. However, due to technical and market restrictions, the industry quickly entered a relatively cold period after the heat, but in fact VR The development of technology has not stopped. Compared to ordinary movies and audiences, they focus more on emotional communication. The interaction between VR images and the audience is far more common than that of ordinary films. It brings more than visual and sensory experience to the audience. The sense of presence and interactivity provide new creative possibilities for film and television, because there are no longer restrictions on the lens and the frame of the picture. The creation of VR film and television from the production of ideas, script design, personnel scheduling, lighting set, post-processing, sound management and all other links Both subvert the traditional production model and develop new production processes and pipelines. In the future, VR will be a new medium parallel to traditional film and television.
In recent years, VR movies have begun to enter the major international film festivals as a new type. This also shows that the Sundance Film Festival, Venice Film Festival, etc. have all set up VR units and awards, and VR animation from China "Elderly Dream" and "Free Whale" were short-listed for last year's Venice Film Festival VR competition. The continuous development of VR technology has gradually promoted it into a new creative method for the film and television industry.
Liz Rosenthal, curator of the Venice Film Festival, also came to this video week. She said: “VR movie is a brand-new art form and there are VR works from all over the world. We are very happy to see this new expression. the way."
As for the speed of development of VR technology, this week's general planner Yan Yanfu said in his speech: “In the course of development over the past two years, VR has achieved continuous results in product and technology iterations. We once thought that it takes a long time to realize the technology that is already in sight, and the leap forward for the industry is already at hand.”
The biggest advantage of VR technology lies in its ability to provide intuitive immersive experiences and interactions. Such advantages can be applied not only in the field of film and television. The guests from different fields at the summit have discussed the future applications of VR technology.
Li Xun, a senior researcher at the China Film Art Research Center, believes that due to its good interaction and immersive effects, VR technology will be well used in theme parks, immersive theatre, and museums.
Professor Huang Shi from the VR Lab of Communication University of China stated that “the technology of the VR industry is still in the exploration stage from the weight and comfort level of the equipment. There is still a certain distance from people’s daily life, but now the game industry is developing rapidly and the game’s Strong interaction, immersive experience will greatly increase the game experience, so the development of the game will be a natural combination with VR technology, but the good game is inseparable from a good story line, so the future of VR movies and games may be combined Together, new forms are formed. In addition to training in aerospace, medical, and driving areas, VR technology can help people learn some dangerous technical actions very intuitively and safely.”
At the same time, VR technology will also have the opportunity to combine with traditional entertainment consumption scenarios in the future. Zhang Qi, Senior Director of iQiyi said, “Chinese young people are very strong in consumer entertainment. There is consumption in the entertainment halls and theme parks under the internet. In these scenarios, we transform VR technology into existing entertainment. Project, in this process, the VR content we create will have more consumption scenarios. At the same time, we can also use VR to present the voting part of the variety show and the interaction of the stars. These are the traditional TV and the mobile phone. The feelings that cannot be brought through these ways will all help the VR industry to form a better positive cycle."
For the future of the VR industry, Fang Hao believes that the development of VR is not the same as the development of traditional industries. It will be a marathon. It needs to be rational and cannot be eager to seek success. The chief planner of the event, Lou Yanyi, expressed his expectations for the industry. “A lot of people think that the best window period for the VR industry has passed, but any medium needs time to explore. Any technology It takes time to polish, and what we need is a little more patience and confidence. In the future, we will form an industrial chain from technological R&D, content exploration and the establishment of efficient content distribution channels to make this industry go better.”
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