Monday, January 23, 2017

2016: It was a Very VR Year


2016 was marked by the emergence of virtual reality to consumers with the launch of Oculus Rift, Vive and PlayStation VR. Technology now offers us passage deep into a first person experience.  Stanley Kubrick once famously said, “If it can be written or thought, it can be filmed”. This is the modern state of storytelling and gaming, the age where complete 3D worlds are created. At last, we, the viewers, are able to virtually step right into a storyline and take a look around.


According to Oculus Story Studio, early attempts at VR felt empty and strangely fake. VR storytellers strive to populate their 3D worlds with spatial story density. Spatial story density includes all of the visual details that make the worlds more real and more believable; the atmosphere, the environment, the 3D characters and everything visible through the VR headset.


Additional technologies, like synesthesia suits (developed for the game Rez infinite), offer more encompassing experiences through twenty-four sensory vibrotactile actuators. Music, sounds, and sensations are felt through the suit, and early users said that the experience was otherworldly and beyond words.


From a 3D scanning perspective, this is an exciting time. The demand for quality 3D digital assets and digital doubles from high-density 3D scans is rich in 2017. As VR expands, we look forward to the part that we will play as storytelling and gaming environments continue to evolve.

1 comment:

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