Actress Elizabeth Banks Brings Pedigree To VR Animation ASTEROIDS!

Actress Elizabeth Banks Brings Pedigree To VR Animation ASTEROIDS!

While we may be a ways off from having full length virtual reality or 360-degree feature films and even further than that from having them debut in movie theaters in some way, that isn’t stopping big names from getting behind the formats. 20th Century Fox partnered with a production group for VR and 360-degree projects based on their different properties and we previously reported on the New York Times and Milk(Vr) collaboration that yielded a collection of shorts with appearances from major acts like Natalie Portman and Don Cheadle. Now, a major actress is making her way into the new immersive media by lending her voice to an animated VR feature.

Baobab Studios previously created the animated VR feature INVASION! directed by the same person responsible for Madagascar and narrated by Ethan Hawke. Their second feature, ASTEROIDS!, will feature the voice of Elizabeth Banks who’s known for her role as Effie Trinket in the Hunger Games series of films and is directed by Baobab’s co-founder and Chief Creative Officer Eric Darnell. The animation puts viewers in the role of a helper bot who’s flanked by a couple aliens, Mac and Cheez, and fellow robot Peas as you attempt to prove yourself on a mission in outer space. It’s set in the same universe as INVASION!, where the aliens previously made an apperance.

Cheez is voiced by Banks and will add to a film that is an official selection for the Sundance Film Festival that takes place in Park City, Utah from January 19th to the 29th.

Having a growing VR presence in such a major festival such as Sundance while also having a billed actress with the pedigree Elizabeth Banks brings is a testament to the potential of the medium and hopefully it will continue to evolve at a rapid pace. A sneak peak at the film is available on Samsung Gear, Google Daydream, and the Oculus storefront starting today.

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VR Animated Film ‘Gary The Gull’ Available For Free On Rift, Vive And PS VR

VR Animated Film ‘Gary The Gull’ Available For Free On Rift, Vive, PS VR

The virtual reality animated short film Gary the Gull is now available for free download. Users with an Oculus Rift, Playstation VR, or HTC Vive can obtain the experience immediately through their respective content platforms.

Gary the Gull is an experimental experience created through the Limitless VR platform by Mark Walsh of Motional Entertainment (and a Pixar alumnus). The narrative is relatively simple and is designed to showcase Limtless’ in-VR animation suite and the unique capabilities of interactive characters. The official synopsis for the film is as follows:

“In Gary the Gull, viewers engage with a smart-mouthed bird at the beach named Gary, who does everything he can to distract you while he attempts to steal your lunch!  He responds to words, gestures and gaze, just as he would in real life.”

We last wrote about Limitless and its founder Tom Sanocki — a former lead character designer for Pixar — in a special hands on report of the Limitless creation engine. The program lets you step into a VR environment and animate a scene using either pre-made or self-made assets. The animations occur smoothly and naturally as the process is designed to feel like you are simply playing with toys.

At the time of our last report Sanocki stated that he was primarily focused on empowering other creators through this design engine and wasn’t as concerned with releasing internal concepts like Gary the Gull. However, according to an official statement from the artist and founder, the desire to showcase interactive VR animation prompted him to finally pull the trigger.

“Since we first started showing Gary the Gull at GDC in March, the response from the film and game industries has been amazing and supportive. We are doing something very special with characters in VR, making you the viewer feel as much a part of the experience as the characters themselves. We think consumers are really going to enjoy this interactive experience and we look forward to working with our partners and customers to deliver more great VR content in the near future.”

Gary the Gull is a brief, but highly entertaining, VR snapshot. At a price of zero dollars it’s well worth your time if you possess one of the compatible headsets.

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Breaking The Silence: How The VR Industry Mirrors The Early Days of The Silent Film Era

Breaking The Silence: How The VR Industry Mirrors The Early Days of The Silent Film Era

In December of 1895, Georges Méliès, a Parisian stage magician, became obsessed with a new technology. The cinematograph, a device for capturing and projecting moving images, fired his imagination, but its creators, the Lumières, refused to sell him one. So Méliès spent a year designing and building his own camera. He taught himself to develop and print film. He constructed a studio, assembled a production team, and recruited actors. Together they produced over 500 short films, full of creativity and spectacle. They also discovered dozens of new cinematic techniques in the process. Film, they came to realize, was more than “stage plays projected on a wall.” It was a whole new medium, with new constraints and new abilities.

Today’s VR storytellers find themselves in the same challenging position as Méliès. Like film before it, VR is a new medium, demanding new techniques for conveying time compression, simultaneous action, locomotion, scene transition, and more. Much as the early pioneers of film did, early storytellers in VR must work within tight technical constraints, and must frequently construct their own tools in the process.

Creating Inside The Box

The modern cinematic toolkit is full of tricks and techniques which seem obvious in retrospect. Each represents a battle won by some early filmmaker, struggling against the limitations of the medium. Cuts, cross-cuts, and dissolves appeared quickly, introduced by Robert Paul and James Williamson in film’s first few years. Discovery of other techniques took a decade or more. Tracking shots, popularized by Giovanni Pastrone in Cabiria, first appeared in 1912. Clarence Badger pioneered the use of zoom shots in 1927’s It, the film which made Clara Bow the “It Girl,” but the technique wouldn’t find mainstream use until 1960s French New Wave.

VR storytelling, still in its infancy, lives within the constraints of its limited toolkit. Lost and Henry, the first VR shorts from Oculus Story Studio, each play out in a single scene, in a single location, in real-time. These are restrictions Méliès and his contemporaries would have found entirely familiar.

While film can make use of close-ups, pans and zooms to direct a viewer’s attention, VR has little access to these techniques. Forced camera motion can destroy VR’s fragile sense of presence, and also induces nausea in many viewers. VR storytellers have, so far, largely drawn from the tools of stagecraft, using light, sound, and motion direct the viewer’s gaze.

But more robust, VR-specific techniques are emerging to supplement these older methods. Colosse, directed by Nick Pittom, makes use of gaze-driven triggers to control the flow of the story. If a viewer is looking away when an important event is about to happen, that event will wait to unfold until the viewer’s gaze returns to the proper direction.  “We can also move events from where a viewer is ignoring to where the viewer is paying attention,” Pittom elaborates in an interview, “or alter the events completely.”

Read More: Why Personal Space is One of VR’s Most Powerful Storytelling Tools

Pittom’s team is experimenting with other narrative choices unavailable in film. “I often consider how, rather than directing the viewer towards events, I can direct the events around the viewer,” he says. “Maybe it’s okay to have more than one event happening at any one time and allow the viewer to decide what is important to them. As VR storytelling evolves, we’re going to be able to walk the line between interaction and storytelling.”

While much pioneering work on VR’s narrative language is being done in traditional storytelling, game designers must also tackle some of VR’s thornier editing challenges. Building off of camera work each had done previously, Gunfire Games and Oculus Studios collaborated on a new type of transition for Chronos. “The camera system utilized in Chronos breaks many of the traditional rules you would typically find in film,” says Richard Vorodi of Gunfire Games.

In film, if an actor reverses direction when exiting one shot and entering the next, the result is a jarring break in continuity. In Chronos, when a player’s avatar moves between rooms, the player’s 3rd-person perspective jumps from a camera in the first room to a camera in the next. This perspective change can reverse the relative direction of the avatar’s motion.

But in VR, unlike film, the reversal produces no ill effects. Vorodi elaborates: “We found that with interactive VR, as long as the [avatar’s] position remained the same while exiting and entering shots, we could make just about any transition that was required for compelling gameplay.”

Expanding the Palette

Early filmmakers gave up a great deal moving from stage to film: color, sound, depth, and the interplay of energy between audience and actors. But film is also capable of things which are impossible in theatrical work. Location shooting lets filmmakers make the world their stage. Close-up shots bring the audience near enough to see and appreciate nuanced performances. Cross-cutting gives filmmakers a tool to show simultaneous action in multiple locations.

And camera tricks such as double exposures, substitution cuts, and running film backwards (all staples of Méliès films) allow for effects impossible to produce on stage.

Read More: Ultimate Beginner’s Guide to VR Storytelling

VR, in turn, has capabilities that extend beyond what is possible on film. The giant robot in Lost makes jaw-dropping use of VR’s superior sense of scale. In Henry, VR’s shared space and intimacy convert what would be a slapstick fall “on screen” into a moment of sad empathy “in person.” And without a fourth-wall to break, Henry’s eye contact with the audience feels genuine.

“The early days of cinema over a century ago was an era of incredible artistic freedom and technological progress,” says Eugene Chung, Founder & CEO of Penrose Studios. “Established studio systems and conventions did not exist, and therefore, artists and technologists weren’t constrained by the need to sell to a broader audience. They were free to explore. With the emergence of VR, we’re seeing a similar pattern of artistic freedom and rapid technological progress.”

Penrose Studios has done pioneering work in not only allowing the viewer to move within the scene but compelling them to do so in order to follow the narrative. In Penrose’s first film, the 5-minute The Rose & I, the main character lives on a tiny planet suspended in front of the viewer. When the action of the story takes him to the far side of his planet, the viewer must lean or walk around it to see what happens next. The studio takes this even further in its second release, Allumette, a 20-minute animated narrative that is one of the longest VR films of its type. The film held its red carpet World Premiere at the Tribeca Film Festival in April.

“With Allumette, we wanted to craft a full, emotionally-engaging story that was longer than anything we had attempted before,” says Chung. “The first films in the 1890s were only a few seconds long, then a few years later came The Great Train Robbery at 12 minutes. Eventually, over time, creators figured out that feature length films could actually work. In VR, the sweet spot of length of time for an experience is still under question, but we’re making strides towards figuring it out.”

The Road Ahead

Most VR storytellers are aware that the medium is still in its Georges Méliès period. Eugene Chung (who also cofounded Oculus Story Studio) opened the VR Filmmaking panel at the first Oculus Connect with a screening of the Lumière Brothers’ Arrival of a Train at La Ciotat. And, perhaps knowingly, Oculus hosted Connect in a hotel interlocked with a full-scale replica of the Babylon set from D.W. Griffith’s Intolerance (1916).

It took filmmakers a decade to master enough of their craft to attempt the first feature length film (Charles Tait’s The Story of the Kelly Gang, 1906), and it would be many years more before film would mature and achieve greatness. VR may not yet be capable of producing its own Citizen Kane, but the medium’s Lumières, Méliès, and Blachés are working tirelessly to create the tools which will one day support one. And we get to share in their joy of discovery as they each take us on their own Trip to the Moon.

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IMAX Completes First Phase Of $50 Million Fund For Premium VR Content

IMAX Completes First Phase Of $50 Million Fund For Premium VR Content

IMAX theaters have become the standard when seeking the absolute best visual experience one can have when watching the latest blockbuster films. IMAX, which actually stands for image maximum, utilizes a larger film format than traditional systems and provides a higher visual fidelity at 12k resolution.

Many theaters continue to upgrade their venues to have a couple IMAX screens but they may have to make room for another type of visual experience in the future: Virtual reality. Via press release, IMAX has announced they’ve completed the first phase of a $50 million virtual reality fund.

“IMAX has built its legacy on using innovation and creative collaboration to drive the further adoption of new technologies. Today, we are expanding upon that legacy by teaming up with leaders across the media, entertainment and technology space to unlock a new level of premium, high-quality content for use throughout the VR ecosystem,” said CEO of IMAX Richard L. Gelfond in a prepared press release. “We will be leveraging our collective relationships with world-class filmmakers and content creators to fund VR experiences that excite and attract a larger user base to capitalize on opportunities across all VR platforms including IMAX VR.”

The press releases details an initiative that will see money invested in higher-quality immersive content geared toward premium productions from their Hollywood studio and filmmaker partners. In essence, IMAX wants to take the progression they’ve made over traditional cinema and make that same leap for VR.

The initial push will include the creation of at least 25 interactive VR experiences that will be available across various virtual platforms and also housed in IMAX VR centers. With IMAX involved along with others, an initiative so focused in high-quality such as this will do wonders for VR content’s longevity.

We’ve previously reported on location-based VR centers and VR cameras from IMAX and will continue to cover the developments as they progress.

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Fifty Shades Darker director says virtual reality scenes ‘expanded my brain’

James Foley explains how scenes in the franchise’s second instalment were reshot with the lead actors but using VR tech for marketing purposes

The director of the forthcoming Fifty Shades movie has said that scenes were duplicate shot using virtual reality technology for marketing purposes.

Speaking at a VR conference at Paramount, reported by Deadline, James Foley said he felt the use of the tech provides a liberation for both actors and directors by using a 360-degree space.

Related: Fifty Shades Darker – the first trailer deconstructed

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‘Allumette’ Is the Longest VR Animated Film So Far And It May Make You Cry

‘Allumette’ Is the Longest VR Animated Film So Far And It May Make You Cry

The main selling point for VR has mostly been video games. The companies behind the major headsets, such as the recently released PlayStation VR, the HTC Vive, and the Oculus Rift are all leading the charge for VR. A big part of that involves marketing their headsets as exciting new ways to play games. This is looking likely to be the best approach to convince consumers that VR isn’t just another gimmick, but rather it’s a technology that’s here to stay.

But despite this focus on games, filmmakers are also making full use of VR. Passively watching movies while sitting in your local theater or on your couch may not be the norm for much longer.

Directors and animators, like Penrose Studios’ Eugene Chung, are experimenting with the visual medium to create films that make you an active participant in their worlds. Imagine watching the latest Star Wars flick in VR, where you’re headfirst in the action, surrounded by beloved characters and colorful settings. Or perhaps you want to witness a high-octane, sand-swept chase scene in Mad Max like never before, with demented marauders screaming in your face. VR might very well be the next big step for film.

The potential is there, but it’s still a ways off. Currently, more bite-sized VR films are leading the charge, and setting a precedent for what an excellent VR movie should, and can, be. Examples such as Invasion! from Baobab and Gnomes and Goblins from Hollywood-caliber director Jon Favreau all validate that mindset.

Now, most recently, Chung’s critically acclaimed and captivating 20-minute animated feature, Allumette, is pushing that notion even further. The movie, which is about the titular girl and her adventures in a captivating floating city, is a viewing experience you won’t want to end and — if early impressions from Upload staff and other VR enthusiasts is any indication — it holds the power to even make you cry.

Telling A Story Differently

“The story behind Allumette was inspired by my own family relationships, particularly my relationship with my mother, who sacrificed a lot for us while we were growing up,” said Chung. “Those choices have stuck with me and have only become more meaningful as I’ve grown older.”

Loosely based on The Little Prince, Allumette’s story follows a mother and her daughter as they make their way to a prodigious and eccentric city made up of floating islands. The two protagonists are depicted as traveling merchants, and this strange city is littered with potential customers. The plot focuses heavily on themes of parenthood, the tenuous but strong relationship between a daughter and her mother, and the importance of passing vital lessons and stories from generation to generation. It’s a relatable, grounded, human tale that’s surrounded by majestic settings and zany characters.

The Rose and I, one of Penrose’s previous VR short films

You won’t find any spoken dialogue, and you are merely an observer. But you act as a living camera, and it’s up to you to consume this fantastical tale the way you want to. Allumette makes full use of VR headsets that support positional tracking, allowing the viewer the ability to continually move around scenes, peaking behind curtains or windows, and crouching. You can look through the exterior of an airship to see what’s happening inside. Or you can entirely ignore the ship, and miss a few scenes. It’s a living dollhouse of sorts for you to closely examine, and pulling off a film like this is quite different from making a regular movie.

“Every part of the filmmaking process has to be rethought of in VR,” said Chung. “For example, animating can be very different. Animating to a flat screen at a single angle might yield one animation, but with VR, we have to check our animation in VR constantly. Oftentimes, what something looks like on a flat screen is very different from what something looks like in VR.

“I still enjoy watching movies in the same way I still enjoy watching plays and operas. VR is a brand new art form, and the exciting thing is that we are only at the beginning of discovering its potential and possibilities. Allumette has been built from the ground up to be in VR, and therefore it has to be seen in VR to be appreciated just like a book has to be read rather than seen on film (and if it is seen on film, there are substantial modifications made to the screenplay).”

Changing Filmmaking Forever

For all of Allumette’s strengths, it’s still a stepping stone (a wonderful one at that) for something grander a few years from now. Currently, VR filmmaking is comparable to the inception of motion pictures back in the early 1800s and late 1900s. A VR movie like Allumette is basically  Georges Méliès’ 1902 groundbreaking early narrative film A Trip to the Moon.

Artists and studios like Chung and Penrose are attempting to revolutionize the movie industry the same way the Lumiere brothers introduced motion pictures with their ten groundbreaking short films in 1895 and 1896. Or perhaps how director Sergei Eisenstein introduced film editing and its emotional resonance in 1925’s Battleship Potemkin. Allumette comes at a vital point in a brand new way to tell stories. These movies are important but flawed, lacking the writing, acting, and cinematography found in later films like Citizen Kane and The Godfather.

Allumette is only 20 minutes long, which is shorter than the average television sitcom episode, but by far the longest VR film out there. For now, hitting the average 90-minute mark in a VR movie is a ways off as artists continue to play around with this technology.

“We are still at the beginning stages of this medium, and every art form has yielded different results,” said Chung. “The first films in the late 1800s were only a few seconds long. Eventually, in the early 1900s we started to approach 10-minute narratives. Eventually, we figured out that 90 minutes or so works nicely for film. But this isn’t necessarily the right length of time for other visual / audio narratives (think of operas and plays). In VR, we’re continuing the experiment and will learn how long the length of time should be as we create.”

The early stages of VR film is imperfect. Filmmakers will continually have to overcome herculean obstacles in order to create short movies, tampering with what does and doesn’t work. But that’s the beauty of trying to change an entire medium. That’s how movies like Taxi Driver, The Matrix, and Heat get realized. Imperfection and struggle often breeds excellency.

“I don’t believe in ‘perfect’ films–oftentimes, the imperfect films are the ones that stick with us, if they are imperfect in novel and interesting ways,” said Chung. “Though not always the case, novel and imperfect films helped drive forward the medium for 120 years. One critique of the modern cinema is that while we have achieved a high level of craftsmanship, the industry is now generally too formulaic to want to make imperfect films.

“This is not the case with VR. Just as it was with the early days of cinema in the late 1800s and early 1900s, VR storytelling is currently in an era of pure artistic freedom.”

As more and more VR headsets, hopefully, get adopted throughout the coming years the technology will officially go mainstream. It’ll be a part of people’s natural lives, just like radios, TV sets, PCs, and game consoles all made their way to people’s homes. With that, VR movies will have a chance at continuing to push the boundaries of film.

As Chung puts its, “The art forms of AR (augmented reality) & VR will be the next new major form of human storytelling. This does not mean that other visual / audio media will disappear, but just as the 20th century was the era of the moving picture, we believe the 21st century (and potentially beyond) will be the era of VR / AR.”

For those interested in experiencing Allumette’s emotional story — that could very well bring you to tears — you can watch it now, for free. It’s available on the PSN store for PlayStation VR, Oculus Home for the Oculus Rift, and Steam for the Rift and Vive.


Alex Gilyadov is a freelance writer with work appearing in multiple publications, such as GameSpot, VICE, Playboy, Polygon, and more. You can follow him on Twitter: @rparampampam

So sehen die VR-Headsets in der Ready Player One Verfilmung von Steven Spielberg aus

Ready Player One sollte jeder VR-Nerd bereits kennen. Es handelt sich ursprünglich um einen Roman von Ernest Cline, der eine Zukunft mit Virutal Reality Technologie ausmalt. Dabei entstand das Buch lange vor dem großen VR-Hype und die Erstveröffentlichung war im Jahr 2011 und dennoch sind viele Elemente enthalten, die wir uns auch heute für die Zukunft von VR vorstellen können. Falls ihr das Buch nicht gelesen habt, dann solltet ihr es nachholen. Falls ihr keine Lust auf das Lesen eines Buches habt, dann könnt ihr aber auch auf die Verfilmung von Steven Spielberg warten. Dafür braucht ihr aber noch viel Geduld, denn der Film wird erst im Jahr 2018 auf die Leinwand kommen. Dennoch gibt es bereits jetzt Bilder vom Filmset und den VR-Headsets in Ready Player One zu sehen.

VR-Headset in der Ready Player One Verfilmung

Christopher Bevan hat auf Twitter ein Foto veröffentlicht, auf dem ein Plakat mit einer Person mit einem VR-Headset zu sehen ist. Warum die Person so aussieht, lassen wir offen, denn wir wollen nicht spoilern.

Ready player one

Doch in der Zukunft tragen die Menschen natürlich nicht nur eine Version eines VR-Headsets. Es gibt diverse Systeme, die unterschiedliche Feature bieten. Die einfachsten Modelle werden beispielsweise an Schüler gegeben. Ein sehr einfaches Headset sehen wir in dem folgenden Bild:

Ready player one 2

Auf Twitter tauchen auch immer neue Bilder mit dem Hashtag #readyplayerone und  auf. Falls ihr also schon mehr von dem Set sehen wollt, dann haltet auf Twitter einfach Ausschau nach weiteren Bildern. Wenn ihr aber lieber im Jahr 2018 überrascht werden wollt, dann solltet ihr vielleicht nicht alle Bilder betrachten, denn das nimmt doch etwas das Feeling des Films vorweg. Daher werden wir es auch bei diesen beiden Bildern belassen und freuen uns auf den fertigen Film.

Ursprünglich sollte der Film auch bereits im Jahr 2017 erscheinen, doch man entschloss sich für eine Verschiebung, damit der Film nicht in Konkurrenz mit Star Wars im Kino landet.

 

Der Beitrag So sehen die VR-Headsets in der Ready Player One Verfilmung von Steven Spielberg aus zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

Jesus VR: The Story of Christ review – virtual reality cinema gains disciples

Bad acting, clunky camerawork and overheating headsets … VR’s first feature-length 360-degree movie is no miracle – but the medium might be a blessing

The acting? Dire. The direction? Awful. The adaptation? Conservative and pedestrian. In conventional terms, everything about this new retelling of the Jesus story – showing here in Venice in an abbreviated 40-minute cut – is ropey. It is all too clearly influenced by Mel Gibson’s The Passion of the Christ: the film has the same executive producer, Enzo Sisti and the same religious adviser, Fr William Fulco. But technologically it’s a different story. It’s the first feature film to be presented in complete wraparound 360-degree virtual reality. And it’s a startling, bizarre, often weirdly hilarious experience. With your bulky headset on – it began to overheat during the crucifixion scene, alarmingly – you have the urge to giggle. Not necessarily mocking. You just feel skittish.

The camera position is fixed and so are you. You can’t walk up to people or back away. There is little or no intercutting within scenes. But you can revolve around completely on the spot and look up at the roof/sky or down and even back through your legs to look at people upside down, should you so wish. I was filled with the weird, paranoid urge to turn my back on the main action and check that reality really was carrying on as normal and that the actors weren’t having a cheeky cigarette.

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Björk on her inspirations: a drag queen, a videogame, a knitwear prodigy and more

In this exclusive interview, as her exhibition Björk Digital opens in London, the pop pioneer reveals the artists making an impression on her

Björk is talking about the future in a way that only Björk can. Discussing technology and culture, she says that new times give us new tools but only we can decide what should be done with them. “Are we gonna be lazy or let them stimulate us to be expressive? Are we going to create or destroy? Doesn’t matter if it was fire, the knife, the gun, the atom bomb, tech, or whatever. These things don’t come with humanity or a soul. We have to put it there.”

Related: Tears and technology: inside Björk's virtual reality video for Stonemilker

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