Virtual Reality (“VR”) is the expression used to describe “a three-dimensional, computer generated environment which can be explored and interacted with by a person” (Virtual Reality Society, 2017). That person is immersed within a virtual Brittany Cotter 161379 Page 9 of 22 environment “and whilst there, is able to manipulate objects or perform a series of actions” (Virtual Reality Society, 2017). “It’s a powerful sensation to watch something in 360 degrees, far more so than to watch it on a flat, framed screen” (Smith, 2017), says Dylan South, the creative director at VR Playhouse. South’s firm have worked with several artists including R&B singer, Dawn Richard, on creating 360-degree VR videos. “You’re more present and so things are more heightened”, thus making it “emotionally intense” (Smith, 2017).
Whilst the technology is still very fresh and “affordable VR headsets have only recently come on to the market – experimentation is rife in the music industry” (Smith, 2017). Zach Fuller, a paid content analyst at MIDiA Research (UK media and technology firm), says that
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2017, however, seems to be the year where “music is finally catching up” (Harding, 2016). According to Harding, “2D music videos have become stale”, however, 360-degree video and virtual reality would help people to “re-engage with the medium” (Harding, 2016). This is supported by research conducted that suggests “people are far more likely to re-watch 360 video than flat video, because each viewing provides the potential for a new experience” (Harding, 2016). If this is true, it would be a “complete departure from the MTV model” (Harding, 2016) where they regulated what you watched and when you watched it. This new age of music videos would allow audiences to completely customise their own experience; something increasingly sought after and expected in todays digital
The Google study revolves around the concept of “storyliving”, which essentially enables consumers to experience stories and brand messages through VR. Their study relieved consumer perceptions of what VR was ranging from a 360-degree video to fully immersive virtual reality with
"VR allows you to truly take someone there," says Patrick Milling Smith, co-founder of Vrse.works, the LA-based production company that created the film in partnership with the United Nations. "You can literally make someone feel like they have been teleported to a destination. When someone looks into your eyes, it results in a connection that is only possible in virtual reality.” Filmed using a purpose-built VR camera, the medium presents new possibilities for filmmakers and storytellers. With the arrival of consumer VR headsets, starting in October with the HTC Vive and continuing in March 2016 with the Oculus Rift, virtual reality cinema is about to explode (see our forthcoming The WIRED World in 2016). The form has also led to a flurry of studios adopting the new form of film-making.
Virtual reality or VR has been around long enough that most have seen it or experienced it before. For VR to be truly effective and believable it must convince the user that they are the ones in control of whatever is going on, whether it be walking through a virtual city or behind the wheel of a sports car. If it were not believable that the participant is present in ...
VR is extremely useful for training solders in order to prepare for combat missions or other potentially dangerous scenarios as this can help them learn how to behave when on the battlefield. VR enables them to do so without immersing themselves into a real life situation before they are fully ready, this removes any risk of injury of fatalities. For example
But if we are looking for a more modern take on virtual reality we would start in the early 1800’s with a paint style called “Panoramic paintings”. So what are these and how do they relate to virtual reality. Well these paintings were made to fill a person’s field of vision, making them feel like they are at the historical event, scene, or battle they are looking at. (“History Of Virtual Reality”, 2017).
...have already begun to see – more as a means to playful firing visual fascination. The opposition of realistic film visual culture and non-narrative montage tradition has begun to breakdown. It is leading towards hybridization of realistic and stylized editing. Thus at one extreme there is a montage phenomenon of music video and on the other hand the editing technique of traditional cinema comes together. Montage is no longer a dominant aesthetic according to the new computer culture, as it was throughout the twentieth century, from the avant-garde of the 1920s up until postmodernism of the 1980s. New editing techniques like composting has emerged which combines different spaces into a single environment seamlessly creating a virtual space. Compositing is an example of the alternative aesthetics of continuity and it is considered counterpart of montage aesthetics.
Music and the relationships of music have changed drastically in our society. The course of studies and the evaluations of the applications of the technology of music, the making and the listening of music have changed in the way we listen to music, the styles of music in our society and in the media. The importance of the technology in music today, has, over the past century been charted through the study of musical examples and through viewing how human values are reflected in this century's timely music. There are very many different types of music that are listened to. There are readings, writings, lectures and discussions on all the different types of music.
In the past the field of view was not that much and a user could not look more than 170 to 210 degree. But now the companies have focused on making the VR gears to be for a whole 360 degree experience. Star Wars game is also one of the best example in this regard as it makes you feel like you are the soldier who is in the game and you are in that battlefield.
Music Business Music Business Exam Number One Question 1 - What is The music publishing industry at a glance would seem to be those who print sheet music, method books, lead sheets, and all of the texts or notated music that musicians (and those aspiring to be musicians) use. Years ago, this was what most music publishers did, but as the industry has evolved, the process has become much more complex. Music is not just ink and paper, intellectual material and property to the individual who writes it. Therefore, the song does not become "a song" when it is written down. This is not an easy concept to grasp because the song itself has no physical makeup.
“VR introduces gameplay mechanics that simply aren’t possible with traditional gaming platforms” (Hoff). VR and AR bring a lot to the table. Virtual reality can cost anywhere from $10 with Google Cardboard, to upwards of thousands. Some people just want practicality, while others just go all out and get insane virtual reality setups. A new virtual reality experience is the Virtuix Omni which allows you to move freely without getting hurt. The only downside is it is super expensive and is still being developed, but looks like it will be amazing when completed. We still have to explore the realm of virtual reality that is untouched
...y captivating shows. With the way we currently support our music industry, heavy with electronics and special effects, the art of performing live may become lost in the near future.
Role-playing games are becoming increasingly popular in this age due the assistance of the Internet. In these types of game a person can assume a character and give this character a personality, physical features and “live” through them. All though in past years “pen and paper” types have dominated the rpg world, now MUDs are making it possible to role-play along with thousands of others A MUD is a network-accessible, multi-participant virtual reality that is primarily text-based. (Bruckman, 1992). Although the term “virtual reality” often refers to a computer-simulated environment that contains varying degrees of audio/visual interface, this form of virtual reality is mainly text-based. Elizabeth Reid further explains by saying:
In order to effectively create a 3-D environment for the user, virtual reality combines the elements of immersion and interactivity. Immersion is the user's contact with the virtual reality with as many senses as possible including; sight, hearing, and touch.
SCOTT, T. (1996). Virtual Reality: A Historical Perspective. Available: http://ei.cs.vt.edu/~history/Tate.VR.html#2. Last accessed 8th January 2014.
The science of Virtual Reality has stated its presence in the media and now it is turning the eyes to see the new generation of games and 3D application.