All of the existing subsectors of the creative industries convey visual information to a greater or lesser extent. Since modern VR/AR technologies are used to transmit visual information, we will consider the problems associated with this area, using the example of two key subsectors (film industry and museum and exhibition activities) and analyze how they can be solved or are already being solved with the help of VR/AR-technologies.
Based on the results of a study by the Oculus Story Studio, which focuses on the potential of VR cinematography (films in virtual reality), several problems have been identified related to the transmission of information to the viewer.
First, cinema is a very consistent environment. It’s like a director’s dictatorship. Look here, look at this face, this detail, etc. Cinematography needs to develop and give more and more opportunities to the viewer, provide him with new sensations.
Secondly, there is a barrier between the viewer and the cinema – this is a screen that does not allow the viewer to completely immerse himself in the atmosphere of film narration. Of course, now there are several technological ways to erase the line: this is the technology of three-dimensional video – a two-dimensional video image shot and transmitted in a special way when viewing it, a person forms the illusion of its volume, allowing the viewer to be immersed in the narrative. Another technology involves bending displays to “hug” the viewer and immerse them in the film.
These problems are not critical, but they reflect the main problem – the lack of development of the industry over a long period of time. Thanks to the use of VR, the viewer will be given power in his hands, which will fundamentally change the very concept of storytelling, actively involving the viewer in the storytelling process. Undoubtedly, the director’s view will remain the main one, the base that sets the boundaries of the narrative space for the viewer (since he will have to create content for a 360-degree video). But the viewer will have the opportunity to independently form the trajectory of movement in this space and the logic of viewing, which will undoubtedly create a feeling of freedom when watching films. While there are very few films like that, film companies are only studying this direction. The virtual presence of the viewer will completely change the usual approach to writing a script and the very process of filming a film: it will be difficult to predict the number of funds that a film crew will need. At the same time, the process of material processing will be simplified, thanks to panoramic shooting, operators will not need to work with multiple cameras. But to start productive work, film companies must allocate the necessary funds for the development of the industry in virtual reality.
The second problem is the destruction of the TV screen barrier. The film industry has already tried several times to remove this barrier, for example, using stereoscopic video or curved screens, which have begun to be used in 1MLH cinemas. But this problem will go away when they begin to create OU films that will allow you to almost completely immerse yourself in the movie.
Museums and gallery business
In the age of modern technologies, when we began to receive information in various ways using a wide variety of devices, most museums have not adapted to the realities and continue to transmit information using traditional methods to this day.
Now there is a need among the population in a different form of providing information by museums than the traditional museum exposition. The construction of a new form of information transfer in the museum industry is now in great demand, now this work is waiting for its attentive worker and researcher. You need to understand that museum stories are created not only by artists, not only by museum curators and guides but primarily by inquisitive people who know how to come up with and very vividly present exciting stories about the past and the future.
This problem is solved by a variety of technological methods, namely, interactive museums are organized, but so far mainly in large multi-million cities. This is due to the fact that the equipment that is necessary for the implementation of the interactive museum project requires large material costs, and the number of investors who can help financially is not large, since the risks of recoupment are high. The new presentation of information in museums is also possible with the help of VR/AR technologies. The creation of virtual spaces will help save money on creating an interactive museum, and it also adds some features that are quite difficult to implement in reality.
Analysis of three creative industries demonstrates the capabilities of VR/AR technologies in solving problems of transferring visual information in creative industries, as well as in solving various problems of society. As Mark Zuckerberg notes, commenting on the sensational photo from the Mobile World Congress in Barcelona, where the journalists in the hall did not notice him, carried away by watching the video in virtual reality, at that moment the glasses showed children playing football, and everyone who was in the hall was worried the same deep and personalized experience that could not be achieved with any other technology. Mark reminds us: people are social by nature, so anti-social technologies simply have no chance of success. An analysis of the experience of solving modern social problems through VR/AR technologies is a perspective for researching this topic.