Virtual Reality and Theatre: A New Immersive Experience

6

October

2019

5/5 (1)

Imagine you sitting in a theatre, waiting for the performance. All of a sudden, a performer ask you to wear a visor virtual reality. The curtain rises and you are dancing with your favourite ballet dancer. The reality becomes clear a few minutes later, when the performance is finished and you are encouraged to remove the VR headset.

Virtual reality is a three-dimensional, computer generated environment which can be explored and interacted with by a person (Gigante M.A., 1993). Nowadays virtual reality technology is used in a broad range of situations, from videogames to training pilots, going through visualizing and modifying prototypes ( Reaney M., 1999). It is quite interesting also to notice that the traditional theatre industry is moving towards new technologies, such as virtual reality (Dickson A., 2019).

In theatre the goal is to immerse spectators in the performance through a right mix of engaging storytelling, soundtracks, talented actors etc.. Theoretically, if the show is successful the spectator should escape from reality, feeling part of the performance ( Reaney M., 1999). Virtual reality could help in further enhancing and improving the audience engagement. Virtual reality is able to remove the separation betweeen actors and spectators. People have no longer a passive role, they participate firstend to the performance, this can further increase the emotions and the feelings of the plot ( Moneta A., 2017).

Virtual reality does not only improve customer’s experience but it also enlarges the screenwriter capabilities. Indeed, virtual reality allows to visualize endless combinations of environments and sets, actors can immerse themselves in the reality that spectators will experience later on, trying to understand how it can be improved ( Moneta A., 2017).  This VR implementation is also showed in the following video presentation of the Microsoft HoloLens, a state of the art VR visor launched in February 2019.

Virtual Reality has already been implemented by some theather companies in limited situations such as film festivals and other pop-ups events ( Yu K., 2019). However, considering the fast pace of VR’s technology development, new possibilities and potential for virtual theatre performances will further increase in the next year (Moneta A., 2017) and the next video is a clear example of the VR potentiality (Damiani J., 2019).

 

 

Reference:

Damiani, J. (2019). ‘Chained’ Is A Groundbreaking Exploration Of Immersive Intimacy — And Now It’s Expanding. [online] Forbes.com. Available at: https://www.forbes.com/sites/jessedamiani/2019/03/11/chained-is-a-groundbreaking-exploration-of-immersive-intimacy-and-now-its-expanding/#11001ced42a7 [Accessed 6 Oct. 2019].

Dickson, A. (2019). Will virtual reality change theatre?. [online] Financial Times. Available at: https://www-ft-com.eur.idm.oclc.org/content/0b25319e-f7cd-11e8-a154-2b65ddf314e9 [Accessed 6 Oct. 2019].

Gigante, M. A. (1993). Virtual reality: definitions, history and applications. In Virtual reality systems (pp. 3-14). Academic Press.

Mark Reaney (1999) Virtual Reality and the Theatre: Immersion in Virtual Worlds, Digital Creativity, 10:3, 183-188, DOI: 10.1076/digc.10.3.183.3244

Moneta, A. (2017). How virtual reality is changing the way we experience stage shows. [online] The Conversation. Available at: https://theconversation.com/how-virtual-reality-is-changing-the-way-we-experience-stage-shows-81542 [Accessed 6 Oct. 2019].

Yu, K. (2019). How Immersive Virtual Reality Theatre Pushes the Limits of Storytelling. [online] Medium. Available at: https://noproscenium.com/how-immersive-virtual-reality-theatre-pushes-the-limits-of-storytelling-8265b198bfc7 [Accessed 6 Oct. 2019].

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Is Cloud the Future of Gaming?

10

September

2019

5/5 (2)

In the last decades several companies moved from physical products towards streaming and digitized products. Spotify and Netflix are a clear example of how offering a streaming product can better address the needs of customers by giving the unique possibility to easily access to a wide variety of film, music etc.. from wherever in the world, in every single moment of our everyday life without any physical product and its implications (for instance in the case of a DVD going to the shop, playing the film at home, dispose the DVD etc..).
The basis of streaming success is not only the simplified usage but also the so called network effect. According to Shapiro ( 1999), the network effect is a phenomenon whereby increased numbers of users improve the value of a good or service. The more people use a social network the more interactions, shared ideas, discussions etc.. and all these both attract new users and retain the old ones.
Now, think about the gaming industry. Approximately fifteen years ago, PlayStation in the 2006 and Xbox in the 2002, Sony and Microsoft launched their online multiplayer gaming services, creating a total new approach to videogames based on the aforementioned network effect. Gamers could join community, create teams, challenge each other etc. The success of every videogame is due to the possibility of constantly challenge yourself and other gamers. People feel satisfied when they improve their skills and they become the “best one”. That pursuit of perfection, has led some gamers, unfortunately, to constantly play trying to climb in the rankings.
So, consider what it has been just said. Streaming could further enhance this “videogames community”. People will no longer need expensive games and console, they will be able to easily access the games from everywhere using their phone, tablet, PC or TV. Nevertheless, Microsoft and Sony, the main actors in the videogame market, have moved slowly towards what could be a streaming game platform.
But now, things are changing. The last year, Google announced the launch of its streaming game platform called Stadia. The Google Stadia Base will be available for free, whereas the Pro version will cost 10$ per month and the only device. All the games will run not on a console but on the Google’s cloud servers. Furthermore video games will be accessible by simply using either the Chrome browser or a Chromecast ultra ( the latter one for TV). So everyone from everywhere in the world will be able to play videogame from either a mobile phone, computer, TV without both any external device and any physical game. That will not only enhance the spectrum of potential players but also, with further technology advances, will surely disrupt the gaming market.
As a consequence, both Sony and Microsoft have reacted to what could disrupt them in the near future. Surprisingly, the “antagonists” have decided to team up for the future of gaming. They will have to challenge one of the big four, Google, whose expertise in the cloud/online services is probably one of the greatest all over the world. As reported in the Warren ( 2019) article: “Sony is now looking to Microsoft’s vast cloud experience to help power its existing and future streaming services, and Microsoft is teaming with a rival to fend off far larger gaming threats”, so the unity is strength.
But that’s not all, there are rumors that Amazon is considering to enter in the newest cloud gaming market. Considering the expertise of Amazon about the cloud and new technologies, which has even increased with its Amazon Web Service, the interest of Amazon in such market is not surprising. So, how do you think the gaming market will change in the future? Is the cloud the future of gaming? There will be other technologies that will disrupt/ change the market? Will Amazon and Google beat Microsoft and Sony?

Sources
https://www.playstation.com/en-gb/explore/ps4/playstation-through-the-years/
https://aws.amazon.com/

Xbox Live Arrives in Stores, Sparking the Next Revolution in Video Games


https://www.digitaltrends.com/gaming/what-is-google-stadia/
https://www.techradar.com/news/stadia-everything-you-need-to-know-about-googles-game-streaming-service
https://www.inverse.com/article/56895-amazon-cloud-gaming-stadia-xcloud
https://www.theverge.com/2019/5/20/18632374/microsoft-sony-cloud-gaming-partnership-amazon-google
https://www.theverge.com/2019/3/20/18273977/google-stadia-cloud-game-streaming-service-report
Shapiro, C. (1999). Information Rules: A Strategic Guide to the Network Economy. Harvard Business School Press, 1–9. Retrieved from https://pdfs.semanticscholar.org/d2e5/e1e68223153cdf15d548cbb54d8359c10351.pdf?_ga=2.160738937.51458363.1568105476-1291834607.1560349272
https://www.techradar.com/news/google-stadia-vs-nvidia-geforce-now-which-is-the-best-cloud-gaming-service

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