The Future of VR: Linear or iInteractive?

Arts & Culture
re:publica 2017

Short thesis: 

Two worlds invest in the new field of possibilities offered by VR: filmmakers and game studios. Linear contents with great image quality for a spectator living a passive experience on one side. Real-time environments with some technical limitations for a user/gamer living an interactive experience on the other side. Can these two worlds coexist in the VR market? Are they ever going to meet? If immersion is the essence of VR, what does it imply for these two worlds? In this session Grégoire Parain will give insights on how new technologies might change the range of opportunities for content creators in the years to come.

Description: 

Finally after many years, the worlds of cinema and video games are meeting together! And it happens in those strange VR head-mounted displays that popped-up in our lives a few years ago. 

But are these words really converging through VR? Or are they competing in a race to discover the ultimate content that will make VR a mass media?

Today, VR producers come up with their own tools, expertise, writing style, design and, somehow, their own targeted audience.

Tomorrow, if VR becomes a mass media, the audience will face two primal types of content available on VR platforms: films and experiences/games. What will they choose and why?

In this session Grégoire Parain will give insights on how new technologies might change the range of opportunities for content creators in the years to come. He will also discuss how VR might enable the merging of the worlds of film and games. In addition, he will look at how the audience might perceive and react to new medium.

This talk is not about predictions, but about analysing facts and sharing some thoughts on what the worlds of film and games bring to VR and how the audience perceives this new medium.

Stage L2
Tuesday, May 9, 2017 -
11:15 to 11:45
English
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