What have we unlearned?

VR is a new medium with new requirements for the content. As the production parameters shift around, we must not only learn to new tricks of the trade but also unlearn what we already know about producing moving images.

Here are three areas where we must unlearn the old, when producing content for VR:

  1.  Product development

    Size of crew, budgeting, image capturing, post control are areas which change drastically when we move from old school video production into the VR world. We still are testing the waters and figuring out what works and what doesn’t. VR distribution is still in its infancy, the market is scarce and fragmented. New content distribution outlets will emerge and they in turn will impact the way we develope VR content.

  2. Business models

    The emerging VR market is one which we can test at scale with real humans. The main challenge is how to retain the interest in VR after the initial Wow-effect has worn out. VR is a very fast moving market. In the digital ecosystem VR is a part of content service and entertainment sectors. Currently, producers make money on free content, paid by marketing and advertising. New revenue models will follow soon.

  3. Creating successful stories

    The most obvious VR contents are, -aside from games; sports, music, events; content which teleports the viewer into another place and immerses her in a new experience. That is the new narrative we must learn to speak. Telling stories in VR is way more than just a new way of directing viewer’s attention.


Virtual reality

Virtual reality (VR) is a computer technology that uses software-generated realistic images, sounds and other sensations to replicate a real environment or an imaginary setting, and simulates a user’s physical presence in this environment to enable the user to interact with this space. A person using virtual reality equipment is typically able to “look around” the artificial world, move about in it and interact with features or items that are depicted. Virtual realities artificially create sensory experiences, which can include sight, touch, hearing, and, less commonly, smell. Most 2016-era virtual realities are displayed either on a computer monitor, a projector screen, or with a virtual reality headset (also called head-mounted display or HMD). HMDs typically take the form of head-mounted goggles with a screen in front of the eyes. Some simulations include additional sensory information and provide sounds through speakers or headphones.