{"id":176250,"date":"2017-02-09T06:14:00","date_gmt":"2017-02-09T11:14:00","guid":{"rendered":"http:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/in-the-burgeoning-world-of-virtual-reality-storytelling-is-both-cutting-los-angeles-times\/"},"modified":"2017-02-09T06:14:00","modified_gmt":"2017-02-09T11:14:00","slug":"in-the-burgeoning-world-of-virtual-reality-storytelling-is-both-cutting-los-angeles-times","status":"publish","type":"post","link":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/virtual-reality\/in-the-burgeoning-world-of-virtual-reality-storytelling-is-both-cutting-los-angeles-times\/","title":{"rendered":"In the burgeoning world of virtual reality, storytelling is both cutting &#8230; &#8211; Los Angeles Times"},"content":{"rendered":"<p><p>    Over the last several years, the Sundance Film Festival has been an    early adopter, and key champion, of bringing virtual-reality    content into the world of film. What had once been primarily a    gaming movement has evolved into a cinema fixture. Sundance and    its New Frontier program are big reasons why.  <\/p>\n<p>    This year that movement turned up a few notches. The Sundance    that ended recently was the first in which VR occupied its own    physical space  an intimate venue away from the Main Street    tumult called the VR Palace. It was, coincidentally,    also the first festival in which much of the content can now be    viewed broadly, thanks to the release of dedicated headsets    such as the Oculus Rift and PlayStation VR in the last year.  <\/p>\n<p>    Maybe most importantly, it was the first year veteran creators    truly began to push boundaries. Nearly every one of the modern    VR pioneers  Chris Milk, the directing tandem known as Felix    & Paul, Oculus' in-house filmmakers  brought new content    to show off, along with worthy lesser-knowns. Much of it  16    pure VR pieces at the Palace and about a dozen more with VR    components at the mainline New Frontier exhibition was    impressive and instructive. (Many are also available for these    new platforms, or can be viewed at an upcoming film    festival\/tech show.)  <\/p>\n<p>    Virtual realityis still a ways off from mass consumer    adoption. But one of its biggest hurdles  not enough    interesting content  is firmly a thing of the past.  <\/p>\n<p>    Here are seven new pieces that both showcase the range of what    the medium can do at present and hint at where it could be    going.  <\/p>\n<p>    \"Dear Angelica\" (lead artist: Saschka Unseld)  <\/p>\n<p>    Story Studio, the cinematic-content division of VR headset    player Oculus, has been breaking ground from the beginning. The    animation pioneer(it's made up of many Pixar    alums)had one of the first narrative films in VR, a    distant-planet story called \"Lost,\" several years back. It won    the first Emmy for an original VR piece with Henry last    year. And now it has its most ambitious effort,and    arguably the most moving tale yet created for VR.  <\/p>\n<p>    Directed by Story Studio chief Unseld with the help of artists    Wesley Allsbrook and Angela Petrella, Angelica tells    hauntingly of a young woman grieving the loss of her actress    mother. She describes how she now watches her moms movies to    bring her memory back, then feels the sense of emptiness when    the images flicker off. The story is a potent one, about love    and loss, parent and child.  <\/p>\n<p>    But its the way content merges with form that makes \"Angelica\"    so notable. Using an illustration tool called Quill designed    for this film (Oculus will now make it available for other    creators), \"Angelica\" tells its story with swirling colors and    vivid dimensionality. There's the opportunity to  quite    literally  walk in and around images as they move slowly    enough to allow you to inhabit the world. Unlike many VR    pieces, you're not just inside the film, youre crawling around    in a character's mind. Also present is a dizzyingly beautiful    sense of scale; shapes slowly enlarge and diminish as the story    unfolds.  <\/p>\n<p>    In \"Angelica's\" most powerful moment, an astronaut is seen    floating away, capturing the majesty of life and the melancholy    of passing into death. Aesthetics and emotions  two staples of    cinema that have yet to become part of VR  are key here.    Memories dont have linearity; theyre moments frozen in    time, said Unseld, one of the more philosophically inclined of    the cinematic VR movement. We all have them in our lives. And    the way we experience VR is not the way we experience the    world; its more the way we think, our memories. Thats what we    wanted to capture.  <\/p>\n<p>    \"Out of Exile: Daniel's Story\" (lead artist: Nonny de    la Pea)  <\/p>\n<p>    Albert Maysles liked to talk about documentary as primarily an    empathy tool. Virtual reality takes that idea and ups the    ante. And few can throw down with empathy like De la Pea.  <\/p>\n<p>    Known as the godmother of VR, De la Pea helped create the    medium, inventing headset tech at a USC lab. (She now runs her    own show over in Santa Monica.) The early days were    MacGyver-ish  it wasn't that many years ago when she had to    rig up sensors and run alongside the user to allow the kind of    free-range movement that is now becoming de rigueur.  <\/p>\n<p>    One element that's constant, though: De la Pea's interest in    the medium as a way for ordinary people to understand conflict    points. While past pieces have dealt with outbursts of physical    violence  the Syrian Civil War, a confrontation on the    Mexican-U.S. border  the creator has, with her new piece,    shifted her focus.  <\/p>\n<p>    In \"Exile,\" she tells the real-life story of Daniel Ashley    Pierce, who faced verbal and physical abuse from his family    after he came out to them. Using audio from Pierce himself, it    drops you into the living room during the confrontational    moment, your head whipsawing between Daniel's heartfelt    announcement and his relatives' unsympathetic reaction.    Deceptively simple in concept, it puts you inside conflicts    still sadly ongoing for many Americans.  <\/p>\n<p>    \"Documentary is about explosiveness abroad but also at home,    and VR is a great way to show that,\" De la Pea said. Then,    noting the timing on which she was giving the interview  the    same morning as the presidential inauguration  she added,    \"Yes, now more than ever.\"  <\/p>\n<p>    \"Life of Us\" (lead artists: Chris Milk, Aaron Koblin,    with music by Pharrell Williams)  <\/p>\n<p>    You could use all the words in the world to describe this    gleeful riff on evolution and still feel as inadequate as a    Homini seeking a second stick for a fire.  <\/p>\n<p>    Chris Milk helped kick off the VR-indie film crossover years    ago with such early pieces as \"Evolution of Verse,\" \"Clouds    Over Sidra\" and a nifty Beck concert he filmed by rigging his    own cameras. These days he oversees Here Be Dragons, a VR    production company, and Within, the distribution side of the    business. None of that insider-speak will prepare you for this    goofy-but-heady experience in which you and a partner in    adjacent rooms basically go from early forms of life to    futuristic robots.  <\/p>\n<p>    There isn't a ton of narrative, more of a chronology, as the    seven-minute piece allows you to begin moving first as simple    organisms, then to more ape-like beings, then birds, then    humans, then whatever comes next, as the experience has you    crawling, scampering, running and flying alongside a partner.    You can communicate with said partner: they're in an adjacent    room but you hear them and they you, in voices that take in the    qualities of the creature you're inhabiting at that moment in    evolutionary times.  <\/p>\n<p>    Sound trippy? Well, sound is also trippy--since shouts open up    certain experiences, there are noises and screams and squeals.    And that was just those coming from this reporter.  <\/p>\n<p>    Technologically speaking, \"Life of Us\" shows what's possible in    a sweeping, and tandem, VR experience. More conceptually? The    idea is to use the medium to give you a playful, macro view of    where we're headed as a species. Or as the creators put    it in their mission statement: \"This shared VR journey tells    the complete story of the evolution of life on Earth.\"  <\/p>\n<p>    \"Heroes\" (lead artist: Melissa Painter)  <\/p>\n<p>    One of the essential questions in the VR movement is how it    will fit with so-called AR. Augmented reality is a kind of    hybrid VR  it uses glasses to allow the sight of    computer-generated images but still affords you the ability to    see the real world simultaneously.  <\/p>\n<p>    That complementary dynamic is manifest in \"Heroes\" a new piece    by Painter, an \"innovation strategist\" (drop that job title at    a cocktail party) at the design studio MAP.  <\/p>\n<p>    Working with Laura Gorenstein Miller's Los Angeles-based Helios    Dance Theater and shooting in spaces around the city, Painter    has created a new take on live performance. A more traditional    VR piece allows you to watch a pair of particularly acrobatic    dancers from a multiplicity of angles, including a swimming    pool and a theater stage.  <\/p>\n<p>    The AR component, meanwhile, pushes boundaries. The tech is    still being ironed out, but the possibilities are intriguing:    \"Heroes\" has you entering a room and conjuring up those same    young dancers from the VR pieces, this time as holograms with    the help of a variety of voice commands. You can multiply them    as they're spinning all around you. At one point you can even    shrink the kids and have them dance in your hand.  <\/p>\n<p>    But the point here is more than just giving you that Rick    Moranis feeling. The idea of a dance performance that can    happen in a room only for you, and customized to your    (sometimes surreal) specifications, prompts conceptual    questions: about the relationship between performer and    audience, between disembodied VR consumer and the qualities of    physical performance.  <\/p>\n<p>    \"Dance and sports, as two forms that have never let go of the    idea of extreme human physical\/athletic potential, have a lot    to teach us in this moment about the importance of being    embodied,\" Painter said, \"They can help remind us how to design    technological experiences and entertainment experiences that    dont divorce us from our minds or our bodies.\"  <\/p>\n<p>    \"Tree\" (lead artists: Milica Zec, Winslow Porter)    and Mindshow (lead artists: the Mindshow staff)  <\/p>\n<p>    On the surface these two wouldnt seem to have much in common.    The first is an environmentally themed piece about the    importance of trees. The latter is a storytelling tool that    allows everyday people to become VR directors by creating    characters and reaction shots.  <\/p>\n<p>    But both underscore a key point: The virtue of VR is its    ability to make the viewer a story driver. Thats often spoken    of in more incidental terms, like where the viewer looks. But    these pieces show that a viewer's actions can also change what    theyre experiencing.  <\/p>\n<p>    In Mindshow, the tool allows you the ability to select    reactions and then embed them into a story line; one demo has    you alternately playing a captain and an alien in their first    encounter; how you choose behaviors for each one informs how    the scene plays out.  <\/p>\n<p>    \"Tree, from the duo that offered the powerful war experience    \"Giant, tracks you as you move from a seed under the ground to    a towering sentry of the rainforest, and eventually become a    logging casualty. Notably, your movement changes the story:    hold out your arms, for instance, and birds will land on them.    How much you want to interact will change what you feel, said    Zec.  <\/p>\n<p>    Many consumers are still getting used to just wearing VR    headsets. But both \"Tree\" and \"Mindshow\" demonstrate that    there's room in the medium for viewers to do a lot more than    adjust the focus.  <\/p>\n<p>    \"Miyubi\" (lead artist: Felix & Paul)  <\/p>\n<p>    What's that old line, the more rules you have the less you    follow? For years VR was thought of as a medium of    \"couldnts:\" You couldn't tell linear stories, you couldn't do    comedy, you couldn't put people under the headset for more than    15 minutes.  <\/p>\n<p>    Flix Lajeunesse and Paul Raphal, the Montreal-based duo who    go by the collective name Felix & Paul and who created some    of the first VR pieces for Hollywood movies (\"Jurassic World\"    and \"Wild\") are here to flout all of that.  <\/p>\n<p>    For their new piece, they partnered with Funny or Die and its    editor in chief Owen Burke for a 40-minute dramatic comedy    featurette that is one of the most traditional stories told in    VR, and certainly one of the longest. A child in early 1980s    suburbia receives a toy robot; overjoyed, he begins bringing    him everywhere  to class, to his room, to family dinners. The    robot obliges by performing tricks that are pretty nifty circa    the first Reagan administration. Oh, and did we mention you're    seeing the world through his eyes?  <\/p>\n<p>    Were just starting to figure out how to suspend disbelief in    VR, which is something weve known in cinema for a long time,    said Raphael. And one way to do that is to give you a sense of    presence, to make you feel like youre a part of whats    happening.  <\/p>\n<p>    Miyubi is a story of obsolescence and childhood, boosted by a    very clever meta in-joke  that we are experiencing a story of    a doomed cutting-edge technology through a device that    will no doubt one day be viewed the same way.  <\/p>\n<p>    But back to the present. Were they worried about the length,    traditional narrative and all the other non-VR forms theyre    trying in VR?  <\/p>\n<p>    I think we would do two hours if the story demanded    it,Lajeunesse said. When you shatter a barrier and    cross frontiers you say youre now in this new land. Lets see    what we can find in it.  <\/p>\n<p>    <a href=\"mailto:steve.zeitchik@latimes.com\">steve.zeitchik@latimes.com<\/a>  <\/p>\n<p>    Twitter: @ZeitchikLAT  <\/p>\n<p><!-- Auto Generated --><\/p>\n<p>See the original post here: <\/p>\n<p><a target=\"_blank\" rel=\"nofollow\" href=\"http:\/\/www.latimes.com\/entertainment\/movies\/moviesnow\/la-ca-mn-vr-future-20170208-story.html\" title=\"In the burgeoning world of virtual reality, storytelling is both cutting ... - Los Angeles Times\">In the burgeoning world of virtual reality, storytelling is both cutting ... - Los Angeles Times<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p> Over the last several years, the Sundance Film Festival has been an early adopter, and key champion, of bringing virtual-reality content into the world of film. What had once been primarily a gaming movement has evolved into a cinema fixture.  <a href=\"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/virtual-reality\/in-the-burgeoning-world-of-virtual-reality-storytelling-is-both-cutting-los-angeles-times\/\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":8,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[187744],"tags":[],"class_list":["post-176250","post","type-post","status-publish","format-standard","hentry","category-virtual-reality"],"_links":{"self":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/176250"}],"collection":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/users\/8"}],"replies":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/comments?post=176250"}],"version-history":[{"count":0,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/176250\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/media?parent=176250"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/categories?post=176250"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/tags?post=176250"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}