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so far, virtual reality in film has been both unreal and unreal. the technology — every sector has a disruptive force, and virtual reality is designed to be the movie industry’s disruptor — has been there for decades, but advocates believe that now is the time for virtual reality to shine in all of its technicolour glory. they believe the world is flat, and then there’s virtual reality
lawnmower man, a 1992 film in which an ignorant gardener is changed into a blazing g+nius via virtual reality technology, was a watershed moment in the industry. the film contained the world’s first virtual reality s+x scene, among other things. however, things have stalled since then, until recently, when gaming has given new life to virtual reality technology and opened up new opportunities for the film business
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according to technology enthusiasts, virtual reality in cinema is poised to offer up intriguing new vistas in india, the world’s most prolific film producer. anand gandhi, whose film ship of theseus won the national award for best picture in 2013, is one of the most vocal advocates
gandhi, 36, believes strongly in virtual reality. he thinks virtual reality to be reality; in fact, he considers it to be life itself. “our lives revolve about us in all directions. “we don’t look at life and say, ‘you know what, i just want to watch my life on a tiny film,'” he explains. “we engage in life and proclaim that it is a fascinating and lovely experience. this is all virtual reality.” so, how does a virtual reality film differ from a standard film? simply put, in classic film, a moviegoer is merely an observer; we’ve all felt that way. virtual reality movie viewing is a 360+degree immersive experience that places the spectator in the centre of the action. as a scenario plays out, the viewer has the option of looking in any direction and becoming engrossed in whatever aspect of the action that appeals to him or her
a vr device, such as facebook’s oculus rift, samsung vr, or google cardboard, can be used to watch a film in virtual reality. the headset display, which is placed in front of the user’s eyes, allows them to stare in any direction they wish. the film is viewable on a computer or a smartphone. all of this means that the experience is a full+size 3d environment without the limitations of a tv or a movie+theater screen
“it is only a matter of time before we see a full+length vr feature+film,” apoorva mehta, ceo of karan johar’s dharma productions, stated. “vr, on the other hand, cannot replace the pleasure of going to a movie theatre and watching a shah rukh khan film on a big screen.” “virtual reality and traditional film will coexist,” he said
while virtual reality has the potential of thrilling new perspectives, they are still some distance away as technology advances. there have been short films and documentaries produced with virtual reality, but no feature+length films. not in india, at any rate. a jesus christ biopic, described as the first virtual reality picture, premiered just a few months ago at the venice film festival. the use of virtual reality technology to create movie teasers is becoming increasingly common. arka mediaworks is the designer of
the projected sequel to the superhit film, baahubali: the conclusion, is aiming to stimulate interest with a virtual reality teaser in which director rajamouli takes the spectator on a 360+degree tour of the film’s sets. the film is set to be released in april 2017
in the virtual experience, the audience is transported to the palace courtyard in the city of mahishmati, where the film is set, and meets lead actors prabhas, +n+shka shetty, and rana daggubati. the preview video has already earned nearly 2 million views on youtube
“the obvious application of virtual reality is pre+release promotion activities,” said ashoka holla, director of berserk media in mumbai. gandhi’s memesys culture lab, which bills itself as india’s first virtual reality production company, has used the technology to produce a number of documentaries. the first video, the cost of coal, was acquired by the united nations last month
one of the most significant drawbacks of virtual reality is that true immersion necessitates specialised equipment, which not everyone possesses. even if the headsets are available, they are heavy and can only be worn for 10 minutes. “because of concerns with mainstream consumption of vr material, now is not the perfect time to build a full+length feature film,” said agam garg, cofounder of meraki, a company that creates virtual reality films for festivals, music concerts, and the like
unlike traditional filmmaking, virtual reality films use multiple cameras to produce a 360+degree experience. a “camera rig” must be built by the filmmaker in order to capture any shot. a basic virtual reality camera consists of four to sixteen cameras that capture three+dimensional movies of their surroundings. the images are sorted in the correct order and stitched together using specialised software
according to film editor neil sadwelkar, virtual reality films must be created as part of a whole package that includes the storey and the subject matter, not just the gizmos and technology. “vr is an experience, and the storey that goes with the experience must be scripted,” he said. “vr might work nicely for all of the battle scenes… but it would not work well for the personal storey sections; introducing vr here would impair the experience.”
while many in the film industry believe that virtual reality will be utilised sparingly in the future, gandhi is a staunch proponent of the technology. he thinks sceptics “don’t know what they’re talking about.”
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