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letra de the cinematic world of virtual reality - akasha kid

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so far, virtual reality in movie has been more unreal and less real. the technology — every business has a disruptive force, and virtual reality is meant to be the movie industry’s disruptor — has been there for decades, but supporters believe that now is the time for virtual reality to exhibit its true technicolour splendour. according to them, the world is flat, and then there’s virtual reality
the 1992 film lawnmower man, in which a clueless gardener is transformed into a blazing g*nius with the use of virtual reality technology, was a watershed moment in the field. among other things, the film featured the world’s first virtual reality s-x scene. however, things have slowed off since then, until recently, when gaming has breathed fresh life into virtual reality technology and opened up new avenues for the film industry
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according to devotees of the technology, virtual reality in cinema is poised to open up exciting new vistas in india, the world’s most prolific creator of films. anand gandhi, whose 2013 film ship of theseus received the national award for best picture, is one of the most fervent supporters

gandhi, 36, has a strong belief in virtual reality. he considers virtual reality to be reality; indeed, it is life itself. “our lives are 360 degrees. we don’t look at life and think, ‘you know what, i just want to view my life on a tiny film,'” he explained. “we engage in life and say that it is really interesting and a wonderful experience. all of this is virtual reality.” so, how does virtual reality movie differ from traditional movie? simply put, a moviegoer in classic film is only an observer; we’ve all felt that way. movie-watching in virtual reality is a 360-degree immersive experience in which the viewer is in the centre of the action. as a scene unfolds, the viewer has the option of looking in any direction and becoming absorbed in any portion of the action that appeals to him or her

audiences can view a film in virtual reality by donning a vr headset, such as facebook’s oculus rift, samsung vr, or google cardboard. the headset display, which is positioned in front of the eyes, allows the user to look in whatever direction they want. the movie can be seen on a computer or a smartphone. all of this means that the experience is a life-size 3d environment without the constraints of a tv or a movie-theatre screen

“it is only a matter of time before we witness a full-length vr feature-film,” said apoorva mehta, ceo of karan johar’s dharma productions. “vr, on the other hand, cannot replace the pleasure of going to a cinema hall and viewing a shah rukh khan picture on a big screen.” “both virtual reality and traditional film will coexist,” he remarked

while exciting new views are the promise of virtual reality, they are still some distance away as the technology progresses. virtual reality has produced short films and documentaries, but no feature-length films. not in india, at least. globally, what is billed as the first virtual reality film — a jesus christ biography — debuted just a few months ago at the venice film festival. the usage of virtual reality technology to produce movie teasers is gaining popularity right now. arka mediaworks is the creator of

baahubali: the conclusion, the planned sequel to the superhit film, is attempting to pique interest with a virtual reality teaser in which director rajamouli takes the audience on a 360-degree tour of the film’s sets. the film is scheduled for release in april 2017

the audience is taken to the palace courtyard in the city of mahishmati, where the film is set, and is met by lead actors prabhas, -n-shka shetty, and rana daggubati in the virtual experience. on youtube, the teaser video has already received nearly 2 million views

“the obvious application of virtual reality is pre-release promotion activities,” said ashoka holla, director of mumbai-based berserk media. gandhi’s memesys culture lab, which describes itself as india’s first virtual reality production firm, has used the technology to create multiple documentary films. last month, the united nations acquired the first video, the cost of coal

one of the biggest disadvantages of virtual reality is that genuine immersion requires specific gear, which not everyone has. even if the headsets are accessible, they are heavy and can only be used for ten minutes at a time. “appropriate now is not the right moment to develop a full-length feature film due to issues with widespread consumption of vr content,” said agam garg, cofounder of meraki, a business that creates virtual reality films for events, music concerts, and the like
in contrast to traditional filmmaking, virtual reality films employ numerous cameras to create a 360-degree experience. to capture any shot, the filmmaker must construct a “camera rig.” a basic virtual reality camera has four to sixteen cameras that collect three-dimensional movies of the environment around them. the photographs are sorted in the correct order and stitched together with the help of special software

according to film editor neil sadwelkar, virtual reality movies must be developed as part of a full package that includes the storey and the subject, not just the gizmos and the technology. “vr is an experience, and the storey behind the experience must be scripted,” he explained. “vr would work well for all of the battle scenes… but it may not work well for personal storey sections; adding vr here would degrade the experience.”

while many in the film industry believe that virtual reality will only be used sparingly in the future, gandhi is its most fervent supporter. he believes that the sceptics “don’t know what they’re talking about.”

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