[Editorial] 2016 Emergence of Virtual Reality and what’s Barriers to Grow

Feb 19. 2016
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The main hurdles that we spend a lot of time thinking about are inspiring mass adoption, creating great content, and continuing the discovery of what VR is capable of.

Widening the consumer scope is a top priority. VR can (and will) be a revolutionary platform for gaming and entertainment, but we’ve been seeing firsthand just how far the medium can reach. VR has the power to transform how people feel about one another. How can VR continue to reshape journalism and news? How can VR affect education and learning? Every new revolutionary technology, be it the cell phone or the laptop, is pushed to the limits by humanity. How do we use these devices in a way where our lives are greatly improved? VR is no different. 2016 will see the continued push to explore how VR can transform existing modes of communication, bring people closer together and make our lives more streamlined.


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Creating great content allows ourselves to enter a period of rapid experimentation and exploration. Over the course of the next year we’ll see a lot more narrative exploration in VR. Storytellers are already retraining their brains to think in 360º, and so many great VR experiences already exist. Great storytellers can tell a great story using anything. As more and more companies and studios invest in VR, we’re going to see some really great narrative experiments. We’re still at the infancy of this new art form. It took cinema decades to invent the close-up and even longer to invent the match-cut.. As technology grows more widespread and the creation of VR experiences becomes democratised, we’re going to hear from new voices.


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The simplest way we arrive at content in VR is to imagine what would be compelling to experience in real life. In many ways, VR is the closest we’ve come to inventing a teleportation device. You can take anyone from anywhere and transport them into moments, experiences and stories. VR can eliminate the proximity between people, places and things in a way that have not seen done before. It’s helpful to think about what kind of characters you want your audience to interact with and how you’ll want the audience to remember them. That’s really what the storytelling goal should be: to create memories. Once you’ve got that in mind, you can reverse engineer everything else. We’re going to start seeing stories that take us to far-away and impossible locations, stories that blur the lines between our world and the virtual one.


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* The views expressed in this editorial are the author’s own and do not necessarily reflect the official opinion of Samsung Electronics.


About Chris Milk

Chris Milk is an accomplished visual artist, having created music videos for Kanye West, Arcade Fire, Beck, Jack White, U2, Johnny Cash, Gnarls Barkley and many more. Known for weaving artistic and technological innovations in pursuit of the new aesthetic, Milk’s acclaimed interactive projects include Wilderness Downtown (with Arcade Fire), The Johnny Cash Project and The Treachery of Sanctuary. His interactive installation artworks have been showcased at the MoMA, the Tate Modern, and museums the world over. Chris founder and CEO of the virtual reality companies Vrse and Vrse.works. For more information, please click here

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