VR is transitioning between sci-fi to entertainment fact.
Ideas were made popular by works like Star Trek and The Matrix
Defining VR, Immersive Environments, and Location-Based Entertainment
*VR: an extreme version of cyberspace into which one can be fully immersed. Requires special hardware. HMD+Headphones+Gloves or BOOM (binocular omni orientation monitor) or the CAVE, which surrounds the user with rear view projection screens and stereoscopic glasses.
*Goal of VR+Immersive environment: give users the impression that they are in a real physical space, although it is artificially created.
*Some VR is not an Immersive environment, and an Immersive environment is not necessarily VR in the case of ridefilms.
*Location Based Entertainment: VR or IE encountered at theme parks, museums, aquariums, etc.
Most VR is confined to research divisions of academic, military, or industrial organizations.
Origins of VR: training pilots in 1929->Sensorama (arcade game) in 1962->Myron Krueger in 1974 as a doctoral disseration, and in 1983 in a book "Artificial Reality"->Jaron Lanier founded VPL Research, coined term "Virtual Reality"->1989 Nintendo Power Glove, a high end version was used by NASA (first VR device available to consumers)->the CAVE 1992 @ siggraph (VR theater with rear projectors and 3D glasses, accomodated multiple users, no bulky hardware, designed for scientific visualization)
VR for Artistic Expression and Storytelling
First expressive work: Ashes to Ashes incorporated dance, music, and narrative accounts of survivors and witnesses of 9/11
Creating a Narrative Path: Think of the experience you want to share, the utilize everything at your disposal to get the point across. Try not to design with the 6 walls, try to make the walls disappear. For AtA, there were 4 phases of the story, anticipation, terror, shock, and release.
Virtual Temple Project: 3D tour of an Indian temple. Highly detailed 3D modeling and characters. Currently still in progress, but intended to add storytelling in the future.
Other Experiments in VR: The Thing Growing-interactive fiction in which the participant is intended to go though a difficult relation ship and struggle. Memory Stairs- a spiral staircase in which each step represents a different stage of life.
Other VR uses: Teaching and Training, Psychotherapy, Promotion
In Entertainment: DisneyQuest (indoor theme park with a bunch of VR stuff from HMDs to CAVE environments)
Challenged in creation for VR: Entirely new paradigm, participant is inside the experience rather than something in front of them. VR is technology centric as of now, so focus is on scientific interests. Creators have no models to draw upon, not many successful examples. No aesthetic grammar, no recognized way of dealing with creative issues.
Immersive Environments: less dependent on cumbersome devices, lots of military interest.
Walt Disney's Imagineers use a form of immersive storytelling tailored to theme parks when creating new rides. DRU, an animatronic dolphin successfully convinced adults that he was real through the use of real-time puppeteering.
VR has great potential, but it is too expensive right now in order to be feasible.