Virtual Reality, 4 years ago…
About 4 years ago I was being evaluated to determine if I should get a scholarship for post-graduate studies in the US. I was sitting in a room, judged by scholars and people from the organization that was offering the scholarship. Eventually I got the scholarship and moved to the US to pursue my dreams of becoming a Visual Effects artist.
But time and time again I look back at that moment, at that conversation that I had with those people. The important thing was for them to determine why they should give a full scholarship to someone claiming to want to further study Visual Effects. So obviously they were interested in knowing what could be done with visual effects, and also what could be done with that skillset that could transcend that field.
When they asked me I told them my thoughts on the future of the field. I talked about how visual effects was not something that you do to just enhance a movie, but to enhance an overall experience. And how its uses would potentially expand with the evolution of technologies such as AR and VR.
It is now 4 years later and it’s very exciting to see how things are shaping out with VR and AR to become the next revolution in digital entertainment.
"Quick difference between AR and VR"
AR = Augmented reality. As the name explains its intention is to augment the reality that you perceive by superimposing images, graphics, etc.
Example: Google Glass
VR = Virtual reality. The goal is to immerse you in a virtual world and create the feeling of presence.
Example: Oculus Rift
The most interesting thing about AR/VR is not what is being done or being prepared but what hasn’t been invented yet. We are at a time as equally important as when Apple launched the iPhone concept. The amount of content and services produced and provided for mobile devices is mind-blowing. Some of the biggest startups have been born out of something that didn’t exist 10 years ago.
At the forefront of this new revolution is the Oculus team as we all know. They’ve single handedly unleashed a VR revolution in a way true to the age we live in. They’ve taken advantage of the global community and asked if it was the right time for this to happen. To what the community has responded shattering all previous expectations.
But there are a lot of other players that are here to compete and add to what has been done. Steam, Sony and now even Google to name the most notorious. It’s clear that it is not a fluke and that it is here to stay. What will determine how much it embeds into our day to day lives becomes a matter of the content and experiences being offered it will determine making VR into something else than a one trick pony.
This will conclude the first part of this post as an overview of my random thoughts on VR/AR and in the next post I’ll talk about what it can potentially bring to the table from an entertainment point of view and from a professional point of view!
So stay tuned for the “Colosseum Example”!