Tag Archives: virtual reality

Virtual reality makes its Broadway debut

Image by Free-Photos from Pixabay

UK-based virtual reality music startup MelodyVR announced on 7 June that it was partnering with Tony-award winning musical theater producer John Gore to port Broadway productions into virtual reality, theoretically allowing viewers to remotely watch live shows from multiple angles during a performance.

The company, which streams live and recorded concerts in virtual reality, and is known for its exclusive live concert experiences with Kelly Clarkson, Imagine Dragons and Wiz Khalifa, described the partnership with Gore as “an entirely new way to enjoy theatre-related editorial content”.

MelodyVR’s Broadway debut Joe Iconis, the composer of Tony-nominated musical “Be More Chill”, will take viewers through a VR tour of the Tony Awards suite at Sofitel New York, before inviting viewers to watch actual “Be More Chill” scenes in VR.

Viewers will have the option to choose from a selection of vantage points – or “jump spots” – from the  stage to the orchestra pit to the front row and beyond. The “At The Tonys Be More Chill VR Experience” is available in the MelodyVR app, and can be downloaded on both the Oculus Go and the Samsung Gear VR.

“Be More Chill” debuted on Broadway this season and centres around a futuristic supercomputer pill, called “a SQUIP” or “Super Quantum Unit Intel Processor”, that can access a “better” version of yourself – a suitably high-tech plotline for the first Broadway show to be streamed in virtual reality.

Gore, who is the owner and CEO of the John Gore Organisation (JGO), is responsible for such hits as “The Band’s Visit”, “Hello, Dolly!” and “Dear Evan Hansen”. For him, the partnership with MelodyVR is about bringing theatre to fans around the world, “regardless of their geographical location”.

“Using VR technology is just one more way to deliver Broadway to fans around the globe, especially when the live experience of Broadway and touring Broadway is beyond their reach,” he said in a statement.

“We at “Be More Chill” immediately recognized the exciting potential of bringing Broadway to fans everywhere via virtual reality,” Jerry Goehring, producer of “Be More Chill”, added. “We’re excited to be part of this partnership’s debut and look forward to giving fans across the world access to our show in this revolutionary new platform.”

“Having achieved a series of groundbreaking firsts with the music industry, I’m thrilled to announce our partnership with John Gore, which will see globally recognized theatrical productions made available to consumers worldwide,” Anthony Matchett, CEO of MelodyVR, concluded.

“At the core of MelodyVR, is our vision of connecting fans with unobtainable experiences, in new and immersive ways. Musical theatre is a natural evolution in our journey and I’m pleased that we’ll soon be delivering even more amazing content to consumers via our partnership with JGO,” he said.

BBC to bring VR to more than 40 local libraries across the UK

Image by Gerd Altmann from Pixabay

Britain’s main public service broadcaster is taking its virtual reality (VR) experiences on tour this summer at over forty participating libraries around the country, in partnership with Libraries Connected and the Scottish Library and Information Council.

Members of the public will be able to try out a range of the BBC’s VR experiences, including Congo VR – a three-part news documentary that takes viewers into the Democratic Republic of the Congo, one of Africa’s most dangerous and beautiful countries – and 1943 Berlin Blitz, a film in which viewers join the Royal Air Force (RAF) on a bombing run during the Berlin Blitz.

Placed in the footsteps of BBC war reporter Wynford Vaughan-Thomas and sound recordist Reg Pidsley, who genuinely went on this mission in 1943, viewers will experience sitting in the belly of Lancaster bomber ‘F for Freddie’ as VR transports them high over Berlin in the midst of anti-aircraft fire. Wynford’s commentary was one of the most ambitious and dangerous reports to be made during World War Two, and viewers can step into his shoes to experience war reporting as never before.

Some libraries will also be showing the BBC’s People Just Do Nothing VR, a short 360° version of the hit sitcom. Viewers have been kidnapped by Chabuddy G and the Kurupt FM crew, and are sat on the sofa of Steves’ flat while MC Grindah and DJ Beats run through a hit to try and convince you to sign them to your record label.

“Virtual reality is an extraordinary way to experience a story, by immersing yourself in it completely you get a huge connection to it,” Zillah Watson, head of BBC VR Hub, said in a statement. “The trouble is that headsets are expensive, and only a very small number of people have them at home. That’s why we wanted to bring some of our favorite experiences out on the road, and by putting them into local libraries across the UK we’re hoping to give everyone the chance to try out virtual reality.”

Fans keen to try out virtual reality from the BBC can find out if their local library is showing on this online schedule, which will be updated each week with details of where the tour is heading next: https://canvas-story.bbcrewind.co.uk/sites/bbcvrtour/

The future of augmented and virtual reality in entertainment

It may not take as long as you might think for augmented reality (AR) – and virtual reality (VR) – to become an integral, everyday part of our consumption of entertainment-focused media.

The value of virtual reality has long been recognised and depicted on the small screen in the form of Star Trek’s holodeck, a fully interactive virtual environment with which you can physically interact, and Ready Player One’s OASIS, an expansive virtual reality universe that humans basically live their everyday lives inside as the planet sits on the brink of chaos and collapse.

The storytelling potential granted to both filmmakers and game designers by both AR and VR is immense, allowing them the ability to create or recreate specific environments or even whole worlds in which the audience or players can become entirely immersed.

We’ve already seem some attempts to integrate this kind of technology into gaming through Pokémon Go!’s use of augmented reality (which sometimes works and sometimes doesn’t, mostly depending on your choice of smartphone) and virtual reality headsets such as the Occulus or HTC Vive which work brilliantly for some and make others feel seasick.

The technology definitely isn’t perfect yet and there are many refinements that could – and will – be made in order to make it truly commercially viable, user friendly and good value for money. But in the meantime, here are just a few ways in which this futuristic tech could be used to level up your post-work entertainment…

AR post-Pokémon Go!

It wasn’t so long ago that no one had even really heard about augmented reality. And then Pokémon Go! was released and everything changed. The technology didn’t even really need to work right for people to start getting excited – even the mere promise of something close to virtual reality was enough to get nerdy hearts all over the world singing with excitement. What gamer wouldn’t want the chance to actually live a game in the real world, at least in some way?

Perhaps more importantly for game developers, AR works best on smartphones and/or tablets and most people in developed (and undeveloped) countries already have one or both. Traditional gaming platforms such as the Xbox or Playstation require specialised equipment and confine users to a single location, whereas AR offers freedom and mobility turning the entire world into a gaming environment. Snapchat filters use the same technology; toy giants such as Hasbro and Lego are hoping it will breathe new life into old toys; and Apple, Google, and Snapchat have all released AR platforms in recent years.

There are two possible futures for AR in gaming: developers can take a tethered approach where users will need to pair their smartphone with some kind of headset or a standalone option that will be more expensive to create but far more convenient for users. Much needed improvements to the current technology include a better field of view, increased brightness and battery life, and 3D sensing capabilities. Investment in AR is pretty steep right now and most companies are waiting for the necessary components to become more readily available – but consumer demand definitely supports jumping headfirst into development to make this technology a reality.

VR headsets

It’s looking increasingly likely that gaming will be the industry that delivers workable, consumer friendly VR technology that may become mainstream in the consumer sector even before it reaches the business world (imagine it though: virtual offices really could mean the end of the daily commute). Unlike office workers, gamers aren’t pressed for time and are willing to spend time working out how virtual environments function, particularly if the game offers full immersion in the experience.

Over the years, new innovations in gaming technology have added 360-degree views of more realistic environments and haptic feedback through controls (see the Nintendo Switch, among many others), which VR takes a step further, giving users the desirable illusion that they are actually part of the game itself.

Of course, the technology is very much still in development and there are obvious limitations to the systems currently on offer. For example, game designers are still working on creating flawless virtual worlds that properly orientate direction, adjust to gamers’ movements in real-time, and accurately understand which part of the virtual world the player is interacting with at any given moment. There’s also the aforementioned seasickness, which is caused by discrepancies between the virtual world experienced by the mind and the real world experienced by the body.

However, experts predict that despite these challenges, the technology will go mainstream within the next five years or so, and anticipate an eventual world in which players can manipulate a game on a screen with the wave of a glove equipped with motion sensors. It’s even possible that we might see VR that can manipulated by a player who can move through the artificial world while remaining completely sedentary in the real world. Whether this is a good idea is up for debate of course but it’s not going to stop the industry reaching for this science-fiction level technology.

VR and film

Some filmmakers have already begun making films specifically for virtual reality but it’s unlikely that the technology is the future of the format. Five years ago, the world-renowned Sundance Film Festival’s New Frontier program proved to be a launch pad for the VR filmmaking boom but in 2019, creators had already started branching out and incorporating a slew of other technological advancements into their films, including augmented reality, artificial intelligence, and connected devices to create more dynamic ways of storytelling.

Many of those creators are independent studios with the larger, more mainstream and traditional studios – including Disney – just starting to dip their toes into virtual reality-based content. Disney brought their first-ever VR animated short to the festival this year, while 21st Century Fox brought a VR experience based on hit Matt Damon vehicle The Martian just three years previous. VR films have started attracting the seven-figure acquisition deals that are normally reserved for standard 2D films, however, who sold their movies to studios or cable outfits.

Filmmakers are just starting to look beyond the formats provided by headset manufacturers like Oculus, Samsung and HTC as they are not necessarily cost effective, comfortable, or user friendly like the traditional cinema or home DVD experience that moviegoers are used to. Innovators are now looking for new platforms or backing away from the technology completely. For filmmakers, the future of VR lies in innovation and development to find ways to adapt technology that works well in the gaming world to the film world.