V.R.
experiences, as they’re often called, can be fictional or journalistic,
narrative or open-ended. They can look like small-budget movies, big-budget
video games or experimental art pieces with no obvious precedent. Some are
called cinematic V.R. or V.R. storytelling, to distinguish them from pieces
made for more practical ends, such as architectural modeling or P.T.S.D.
therapy.
One of
the main challenges for storytellers is learning to think in terms of spheres
instead of rectangles. Cinematic grammar no longer applies. There is no frame
in which to compose a shot. An actor who directly addresses the camera isn’t
breaking the fourth wall, because the viewer is already in the middle of the
action. The viewer can look anywhere, so the director often adds subtle visual
or auditory cues to indicate where to look, or to signal that the viewer’s gaze
can wander without missing anything important.
Tracking
shots must be steady and slow, because too much camera movement can cause
discomfort—viewers have reported headaches, vertigo and nausea. For the same
reason, most V.R. experiences last only a few minutes; more sustained stories
tend to be divided into episodes. In “passive” V.R. experiences, you simply
enjoy the ride; in “interactive” ones, the environment responds to your
choices. Some interactions are simple, relying on nothing more than the
orientation of the viewer’s head. In an elegant game called Land’s End, you
look around a serene, vividly colored landscape until you see a white orb
floating at eye level. If you stare at the orb long enough, it pulls you inside
it. Then you look for the next orb, which pulls you forward, and so on; without
instruction, you intuitively navigate your way through a V.R. environment.
Other interactive experiences use more complex hardware, including hand
controllers and body-tracking sensors, to simulate such activities as painting
and mini-golf.
More
sophisticated V.R. headsets have been available to developers for about two
years, in prototype form and are now reaching the market. The Oculus Rift,
which produces precise localized audio, sells for six hundred dollars. The HTC
Vive, a “room-scale” system that uses laser emitters to track a user’s movement
within a fifteen-by-fifteen-foot space, costs eight hundred as does LeEco's ExploreVR. The Google Cardboard and the Samsung Gear have been on sale since last year.
The tech
is advancing astoundingly quickly.
Humans are good at picking up language, including visual language, but first it
has to be invented. Television broadcasting began in the nineteen-twenties, but
it took decades for TV to become a medium. In the thirties, actors were filmed
standing in front of microphones as they read scripts of radio plays. Movies
also began as filmed theatre, but directors learned to use the camera to
heighten emotions. To represent James Stewart’s fear of heights in “Vertigo,”
Alfred Hitchcock introduced the “dolly zoom,” in which the cinematographer
moves the camera backward while zooming in or vice versa. The dolly zoom came
to signify a moment of great revelation or terror, and it was used at pivotal
points in motion pictures “Raging Bull,” “Pulp Fiction,” and “Poltergeist.”
It’s not clear whether zoom lenses can be used in V.R.; as far as I know, no
one has tried yet. Nor do V.R. directors use montages, dissolves, or split
screens—though these are all technically feasible, they might seem abrupt or
confusing to the audience, who are learning to watch V.R. while its makers are
learning to make it. There’s minimal editing, because we’re still figuring out
how to do it. Other V.R. directors are experimenting with what might be called
a leap cut, in which the viewer is transported, sometimes with an audible whoosh,
from one part of the scene to another. We’re watching the semiotics come
together in front of our eyes.
For most
people, normal reality is virtual reality. Current reality is the matrix
of all possibilities. Eventually, V.R. software could be calibrated to the
user’s body: there might be ways to keep track of pulse, or galvanic skin
response and deliver different experiences in reaction to that.
Outside of fiction, "virtual reality," like "angel food" or "infinity pool," is an evocative phrase that can be disappointing if taken literally. An Oculus headset provides no taste and no touch and it registers only head and hand movement. You never fully lose yourself in the simulation, if only because you're worried that it's impossible to look respectable wearing a plastic face mask. Primitive head-mounted displays were invented more than half a century ago. The Headlight, built by Philco, in 1961, used magnetic head tracking and separate video projections for each eye. There was a wave of V.R. hype in the eighties and another one in the nineties, but only now has the technology become sophisticated enough for the wave to crest.
Outside of fiction, "virtual reality," like "angel food" or "infinity pool," is an evocative phrase that can be disappointing if taken literally. An Oculus headset provides no taste and no touch and it registers only head and hand movement. You never fully lose yourself in the simulation, if only because you're worried that it's impossible to look respectable wearing a plastic face mask. Primitive head-mounted displays were invented more than half a century ago. The Headlight, built by Philco, in 1961, used magnetic head tracking and separate video projections for each eye. There was a wave of V.R. hype in the eighties and another one in the nineties, but only now has the technology become sophisticated enough for the wave to crest.
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