While I admit to not being here for about a year—apologies, but I’ve been having fun doing cool stuff—I tend to enjoy knowing precisely where I am at any given moment.
For example, about two weeks ago, I visited Bohemian National Hall on Manhattan’s Upper East Side. It’s an impressive old building, one of the few surviving ethnic community halls that provided comfort and culture to ethnic communities on the island. BNH has become the New York home of the Digital Hollywood conferences. This time, the focus was Virtual Reality, and its kin, Artificial Reality.
The New York Times now employs a Virtual Reality Editorial Team. They have completed about five projects, each involving high technology and a cardboard box. For the uninitiated, the cardboard box is used to house a smart phone, which, in turn, displays oddly distorted images that can be seen through a pair of inexpensive stereoscopic lenses. To hear the soundtrack, ear plugs are required.
VR is not 3DTV, but it shares some characteristics with that dubious invention. You are a camera with perhaps sixteen lenses. As you turn your head, the stitched-together video imagery simulates reality: you can turn from side to side, up to down, all around, and gain a sense of what’s all around you. (One of the new VR production companies showed off a home-brewed VR camera setup: 16 GoPro cameras set in a circle the size of a frisbee, with several more pointing up and down, all recording in synchronization, collectively requiring an enormous amount of video storage.)
VR provides is a wonderful sense of immersion, and a not-so-good sense of disorientation.
When there is something to explore, immersion is a spectacular invention. For example, diving in deep water and seeing all sorts of aquatic life. Or, walking in a forest. Or being in just the right place at the right time at a sporting event or political convention—you know, being there.
But where, exactly, is “there?” And precisely when should do you want to be there? I never thought about it much before, but the television or film or stage director makes that decision for you—“look here now!” And after that, “look here.” With VR, you can explore whatever you want to explore, but you are likely to miss out on what someone else believes to be important. There is freedom in that, but there is also tremendous boredom—that’s the point of employing a director, a guide, a writer, a performer—to compress the experience so that it is memorable, informative, and perhaps, entertaining.
Tidbits from the NY Times panel: “VR film is not a shared experience—each audience member brings his or her own perspective”…”the filmmaker must let go of quick cuts, depth of field, and cannot control what the viewer may see”…”how do we tell a story that may be experienced in different ways by different people?”…”there is far less distortion imposed by the storyteller”…”much of what would normally be left out is actually seen and heard in VR.”
In some ways, letting the viewer roam around and reach his or her own conclusions is both the opposite of journalism and, perhaps, its future. In an ideal sense, journalism brings the viewer to the place, but that never really happens. Is it useful to place the viewer in the observational role of a journalism, or does the journalist provide some essential editorial purpose that helps the viewer through the experience in an effective, efficient, compelling way?
Is all of this a new visual language and the first step toward a new way of using media, or a solution in search of a problem?
After a very solid day of listening to panelists whose expertise in VR is without equal, I left with a powerful response to that question: “who knows?”
Jenny Lynn Hogg, who is studying these and related phenomena, might know. “Imagine if the Vietnam War Memorial could speak.” Take a picture of any name on the wall, and your smart phone app will retrieve a life story in text, images, video and other media. Is this VR, AR, or something else? Probably not VR, not in the sense of the upcoming Oculus Rift VR headset, but probably AR, or Augmented Reality. What’s that? In essence, turning just about everything we see into a kind of QR Code that links real world objects with digital editorial content. Quicker, more efficient, and more of a burst of information that a typical web link might provide, AR is often linked to VR because, in theory, they ought to be great friends. As you’re passing through a VR environment, AR bits of information appear in front of your eyes.
Although AR was less of a buzz than VR, I think I could fall in love with AR—provided that I could control the messages coming into my field of view, I really like the idea of pointing my smart phone at something, or someone, and getting more information about it, or him or her.
VR, not so much, at least not yet. I’m not enthralled with wearing the headgear—even if it reduces itself from the size of a quart of milk to the design of Google Glass—but that’s not the issue. VR is disorienting, a problem now being deeply researched because the whole concept requires that your perceptive systems work differently. I certainly believe VR is worthy of experimentation to determine VR’s role in storytelling, journalism, gaming, training, medical education, filmmaking, but mostly, to discover what it’s like to be there without being there. We’ll get there (which there? oh, sorry, a different there) by playing with the new thing, trying it out, screwing up, finding surprising successes, and spending a ton of investment money that may, in the end, lead to a completely unexpected result.
Through it all, sitting in that beautiful building, I couldn’t help but wonder what its original inhabitants would have made of our discussion—people who were already gone by the time we invented digital, Hollywood, radio, television, the movies, the internet, videogames and, now, virtual reality. Wouldn’t it be fun to bring them back, to recreate their world, to allow me to walk down Third Avenue in 1900 and just explore? Yup. Fun. And in today’s terms, phenomenally expensive. Tomorrow, maybe, not so much.
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