Cold war experiments and storybook monsters – back to Venice’s VR island

Now in its third year, the virtual reality section of Venice is making serious forays into documentary territory.

The 76th Venice film festival has included sci-fi thrills and comic-book action, backstage melodrama and medieval court intrigue. During the event’s most escapist moments, anyone longing for a dose of reality would have had more luck finding it in the virtual world.

Venice VR is a pioneering festival sidebar dedicated to showcasing the best examples of an emergent art form, with a programme of 40 VR works from around the world. Now in its third year, the section already appears to have turned more mature and serious in its focus. “New art forms usually gravitate towards dystopian fantasy and escapism,” says Liz Rosenthal, Venice VR’s co-curator. “But we’re now seeing projects that are more interested in human relationships and social issues. It’s all got a lot more sophisticated.”

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Venice VR: State Of The Art

A year has passed since my first trip to Venice VR; the new element of the Venice Film Festival which has grown steadily in the last three years. Last year’s exhibition set the bar high for the professionalisation of the exhibition experience. This year the expo came back with gusto, with over 40 pieces on display on ‘VR Island’ and a total of 21 companies taking part in the Production Bridge – the marketplace event where teams can pitch to an array of interested investors. With so much to see at the exhibition, and a noticeably larger and even more international crowd congregating around it, the once abandoned little island of Lazzaretto Vecchio didn’t really know what hit it.

Venice Film Festival - LogoFirst off, I was of course very happy to see a strong UK presence, which included content from Sky, the BBC, Breaking Fourth, and our adoptive Tiny Planets, who have spent time at Digital Catapult over the last year. The marketplace also featured new work from the National Theatre, and two companies supported by our CreativeXR programme, Limbik Theatre and Up Creatives, who did us proud as they pitched for further investment for their projects.

Musing about this festival in relation to last year, it seems that no sooner have we set a new standard for how these things should be done – we’re pushing the boundaries all over again. One more year of progress translates to an exponential leap in ambition for some, and this year saw a noticeable increase in live-action VR hybrids, multiplayer experiences, free roaming pieces involving backpack computers, full body tracking, vibrating floors and the occasional haptic chair.

On the installation end of the spectrum, widely lauded pieces included The Horrifically Real Virtuality, DVgroup’s latest offering featuring an appropriately surreal encounter with Ed Wood, Bela Lugosi and Umami, Tiny Planets and Novelab’s tale about rediscovering memories through food.

The Horrifically Real VirtualityOn the more stand-alone end, the BBC and Anagram’s Make Noise, which marks the 100th anniversary of women getting the vote in the UK, features simple but very effective interactions triggered by your voice. Baoab Studios’ Crow: The Legend is a great example of how a small amount of agency and embodiment can go a long way; including you within the narrative without you having to drive it.

Penrose Studio’s Arden’s Wake: Tide’s Fall, Atlas V’s Battlescar, and Breaking Fourth’s Lucid also serve as great examples of how a good story, well executed, even without interaction can be incredibly effective and accessible.

There seems to be an interesting tussle between producers pushing hard at the boundaries of interactive storytelling, finding ever more complex and imaginative staging approaches and blurring the lines between the real and virtual worlds – and those wanting to simplify and create solid, robust experiences that are more suitable for a broad, entry-level audience.

This is in part reflective of the different audiences that producers are making a play for. Whilst the latter is probably more friendly to a wider user base, and is likely to have online distribution as it’s ultimate goal, the former is perhaps better suited to the kind of highly motivated, spectacle-seeking audiences who willingly seek out obscure locations and part with (often significant) amounts of money to spend an evening locked in an Escape Room with some people they hopefully like. Of course, they both have their merits and challenges – one suffers from a lack of installed user-base, and the other is challenged by the investment and logistical headaches to overcome in order to run an installation at significant scale.

A hot topic of debate at an industry panel, hosted by Venice VR programmer Liz Rosenthal on distribution and monetisation options, about which she recently wrote an article for Digital Catapult, was around the success and failure of location based entertainment (LBE). Eddie Lou, Founder of Sandbox Immersive Festival in China discussed the failure of the ‘first wave’ of arcade experiences in China over the last 2-3 years, and cites the low quality of content and overall experience as a key factor. Marcie Jastrow, SVP of Immersive Media at Technicolor, on the other hand, points to an earlier point of failure of dedicated location-based venues, and says that the real problem is getting people to go at all. It is difficult, she explains, to
convince people to go out of their way to find such an experience if they don’t really know what it is, and therefore don’t have the confidence that it will be worth their while. She suggests that the answer is not in building ‘VR Cinemas’ but in finding the places that already have the greatest footfall, and building content for that particular audience. “Go somewhere where there are thousands and millions of people, and all you’re looking for is 1% to have their ‘aha’ moment” says Jastrow, pointing to the relative success of the Periscape VR installation at JFK airport in New York, which is reportedly breaking even. Her point is clear; “find the distribution channels before you make the content.”

PeriscapeVRThis brings us to an interesting, if not entirely new, debate; are we creating art, or are we creating an entertainment business? And more to the point, can we have both? This conversation stretches into all corners of the creative world, of course, but it is an interesting one to be having at this stage of our immersive evolution. If we are focussing more on commercial sustainability, then certainly we can afford to be a lot more ruthless about working out where there are
opportunities for finding these ready-made audiences – whether they be museums, shopping centres, airports, or music festivals. But then there are those that would argue we don’t yet know enough about what works to be limiting our artistic experimentation in this way.

Looking around at Venice, there are some experiences that seem to fall more obviously into one or other category, but not all of them. I personally see the value in both, but in any eventuality there is one obvious and universal truth; you need to know who your audience is. Whether you’re targeting the masses, or going for the most niche audience of megafans, as long as you know them well, understand what they like and know how to find them – then you’re off to a good start. Experimentation is great as long as we are learning something from it, because in the end, whether your heart is in business or artistic
expression, we all want the same thing – a sector that can see out the so-called ‘winter of VR’ and sustain itself long term.

Venice VR represents another fascinating peek at the way these audiences of the future may be whiling away their time, and I look forward to seeing how this debate about LBE and commercially successful experiences may have moved on by this time next year. I also can’t help but wonder, given recent product launches, how much augmented reality (AR) storytelling we might see in the festival circuit over the coming year, and I can’t wait to find out.

Spheres Wins Best Virtual Reality Award At Venice Film Festival

Over the last week you’ll likely be aware that VRFocus has been covering all the news related to immersive experiences coming out of this year’s Venice Film Festival.  Now the festival has revealed the winners of its annual awards, with Eliza McNitt’s interactive virtual reality (VR) experience Spheres securing the top prize.
SPHERES: Songs of Spacetime screenshot“I’m truly honoured to receive the award,” McNitt said in a statement. “It’s remarkable to experience the oldest film festival in the world embrace the newest forms of storytelling.”
Spheres is a three-part series which takes viewers on a journey through space, discovering the sounds and the songs of the cosmos. The first chapter, Chorus of the Cosmos, narrated by Millie Bobby Brown turns the solar system into an instrument of sounds, inviting the viewer to play and listen to the planets as they sing. It made its debut at Venice this year. Jessica Chastain narrated the second chapter, Songs of Spacetime, about black holes and gravitational waves which premiered at Sundance in January.
The final part, Pale Blue Dot, on the origin of sound from the Big Bang is narrated by Patti Smith and debuted at Tribeca earlier this year.  All three episodes were shown together for the first time at Venice VR.
In a joint statement, Venice VR curators Liz Rosenthal and Michel Reilhac said, “Spheres is an amazing VR experience that succeeds in blending thorough scientific discoveries with the most spectacular immersive rendering.”
Awards also went to Chuck Chae for The Nut Job spin-off Buddy VR, which shrinks users to the size of a mouse (see VRFocus‘ recent interview with developer Red Rover here) and Benjamin Nuel for Isle of the Dead, inspired by the painting of the same title by Arnold Böcklin.

Buddy VR

 
For the second year running, Venice Film Festival dedicated an entire island to the world’s best virtual reality experiences. Lazzaretto Vecchio, or VR island as it’s become known, featured 30 world or international premieres.
“Venice is the only festival in the world that is treating VR in this way,” said Rosenthal. “We have an official section with a jury and it is curated and exhibited in a beautiful way that gives an appetite to audiences.”
While the Venice Film Festival came under fire this year for only having one female film director competing for the Golden Lion top prize, on VR island there was a more balanced gender divide and many of the standout pieces were directed by women.
Alongside Spheres, notable experiences included Make Noise by May Abdalla where participants use the power of their voice to smash through the barriers faced by suffragettes during their fight to win the vote for women. Awavena, by VR pioneer Lynette Wallsworth, takes viewers deep into the Amazon on an ayahuasca journey, telling the story of the first Yawanawá woman to become a shaman. Umami by Landia Egal and Thomas Pons puts users into the body of a man on death row as he relieves his life through a series of Japanese dishes. And Home After War: Returning to Fear in Fallujah by Gayatri Parameswaran takes viewers into the home of a real Iraqi family who had been displaced by war but decide to return, even though entire neighbourhoods had been booby trapped by improvised explosive devices.
“Out of thirty projects in competition, twelve were directed by women,” said Rosenthal. “Our selection reflects the large number of exceptionally talented women who are working in the VR space.”

As we’ve seen in the last two years especially, film festivals are taking VR much more seriously now as a creative medium. As VR’s impact increases VRFocus will continue to bring you all the news regarding developments.

VRrOOm XR Platform Launched at Venice Film Festival

The Venice Film Festival ends tomorrow with the event seeing a variety of new immersive film content being premiered. Saved until the end, media platform VRrOOm, dedicated to virtual reality (VR) and augmented reality (AR) news curation and content distribution, has announced the launch of the VRrOOm XR app.

VRrOOm

Designed to make the world’s festivals and cultural events accessible to global audiences, the VRrOOM XR app will begin by showcasing VR films from the festival’s VR competition lineup. They’ll be available, free of charge, for a period of one month, from 9th September to 8th October, 2018.

“To continue paving the way in elevating Virtual Reality to the status of a legitimate art form, we need to constantly think forward on what will be relevant to our mission as pathfinders that a whole industry is looking up to set the new standard of excellence,” said Andrea Del Mercado, general manager of Venice International Film Festival in a statement. “Making the VR films exhibited at Venice International Film Festival’s VR section available online to a much wider international audience expands the impact of La Biennale di Venezia’s commitment to VR and its investment far beyond the exhibition.”

Having developed the XR platform in conjunction with France’s Bemersive the launch line-up will include 9 VR films competing at Venice Biennale in World Premiere, with further programmes showcasing works from other festivals to be announced later this month.

Buddy VR

“We want to create a virtual space that’s constantly evolving, where our public and VR artists can interact in an intensely creative environment,” said Louis Cacciuttolo, founder and CEO of VRrOOm. “Core to our company vision, VRrOOm’s XR platform will be filled with a perpetual flow of energy that will keep the creators and the public excited, enlightened, and entertained.”

VRrOOm’s VR festivals app features a virtual auditorium specially designed by THX Ltd.

The official launch takes place tomorrow, 8th September, with the VRrOOm’s XR app supporting iOS, Android, and Google Daydream systems for VR-enabled mobile phones, as well as HTC Vive, Oculus Rift, Oculus Go and Gear VR, downloadable through Viveport and Oculus stores. For further updates on VRrOOM, keep reading VRFocus.

Spheres / 1943: Berlin Blitz review – VR becomes reality in Venice

★★★☆☆ / ★★★★☆
A cosmic trip produced by Darren Aronofsky and an immersive Lancaster bombing raid were highlights of the film festival’s virtual reality strand

The virtual reality section at Venice is growing at an almost exponential rate: two years ago it was low-key, notable mainly for a demure Sunday-school retelling of the life of Jesus. In 2018, it is a substantial exhibition featuring state-of-the-art tech and an almost overwhelming range of entries, some of them “full body” concepts in which audience members suit up for a complete immersion. Interestingly, the vocabulary is still in a state of flux: are they “projects”, “installations”, “films”? The festival has intriguingly repurposed a building on a once deserted island to house the event: the Lazzaretto Vecchio, home to a 16th-century plague hospital which has now been imaginatively converted into an exhibition space.

Perhaps the biggest film in the competition is Spheres, written and directed by artist and film-maker Eliza McNitt and produced by Darren Aronofsky. It’s a freakily cosmic three-part VR series that reinvents the medieval concept of the music of the spheres. The spectator floats through space, and planets and heavenly bodies loom up hugely. The VR sensors on your hands allow you to “touch” them, perhaps plunging you inside the planet – a mysterious, ambient wash of fiery red or cool blue. Or touching will elicit its enigmatic music. The first part of the film is an introduction to this vast arena; part two is narrated by Jessica Chastain and is about black holes; the third part is narrated by Patti Smith and is about the cosmic origin of music.

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iQIYI VR Film Shortlisted at 75th Venice International Film Festival

China is one of the largest growth markets for virtual reality (VR), with several new companies emerging from the region. One of those is iQIYI Inc, an online entertainment service for the Chinese market. The company has revealed that its original VR short film ‘The Last One Standing VR’ has been shortlisted for an award at the famous Venice International Film Festival.

The Last One Standing VR is the story of a future world where humans and robots fight each other to death or destruction, incorporating elements of Chinese culture along with strong cyberpunk influences.

The short film is presented in first-person perspective for more immediacy, and was filmed in one single, long take. The Last One Standing VR is the first Chinese sci-fi VR film to be recognised by the Venice Film Festival.

The Venice Film Festival is one of a growing number of arts and entertainment festivals which is including immersive entertainment. The Venice Film Festival has a VR category in its competition, something that was introduced as of 2017.

The Last One Standing VR will get its official premiere at the 75th Venice International Film Festival, after which it will also be shown at Digital Domain Space, China’s largest offline VR cinema.

“Virtual reality and augmented reality have the potential to change the nature of the entertainment industry, and iQIYI is proud to be at the forefront of this revolution,” said Duan Youqiao, Senior Vice President at iQIYI. “The critical acclaim received by our original VR production ‘The Last One Standing VR‘ is evidence that we are on the right track, and we will continue to find ways to offer viewers a more immersive entertainment experience, through both producing the highest quality VR content and further developing our cutting-edge VR technology.”

The 75th Venice Film Festival is due to take place from 29th August until 8th September, further information can be found on the official website. As usual, VRFocus will be sure to bring you the latest on new and upcoming VR projects.

Venice Film Festival’s VR Programme Demonstrates That The Medium Is Coming Of Age

The prestigious Venice Film Festival drew to a close on Sunday. Using Venice’s virtual reality (VR) highlights as case studies, Catherine Allen explores how the incorporation of VR into the world’s most established film festivals tells us something about VR’s longer term potential.

This year the fledgling VR industry has had some tough questions asked of it. Commentators have asked, ‘just when is it going to become normal in people’s living rooms?’. When will investors be able to reap the rewards of the seeds they’ve sown – will it take years for VR to live up to its potential?

The established creative industries, however, are taking a completely different approach to that potential. Many of the world’s most significant film festivals have decided to invest heavily in VR. Sundance, Cannes, Berlin, Venice – to name but a few – are all taking it seriously and incorporating it into their glitzy programmes. Their activities, however, are not focussed not on finding VR’s killer app or a game that will achieve hockey stick growth. The buzz they are generating and sustaining is solely focussed on developing VR as an art form.

Venice Film Festival is the oldest film festival in the world, and a key date on the film establishment calendar. It is notorious for both its art and its glamour; red carpets, paparazzi, prosecco and speedboats are standard elements of the festival experience. Venice’s VR island housed over thirty different VR experiences that were mostly premieres.

A short boat journey bookended VR island trips – and Venice’s unpredictable, stormy weather made for a pretty exhilarating and romantic experience. Once on the island we were met with an industrial warehouse space, that had been artfully refashioned into a group VR cinema and a set of installations.

Here are my highlights:

Greenland Melting

Directed by Catherine Upin, Julia Cort, Nonny de la Peña and Raney Aronson-Rath

After the United States’ withdrawal from the Paris climate agreement, Greenland Melting uses high resolution photogrammetry technology to provide an up-close view of icy Arctic locations that are disappearing faster than predicted. Audiences can stand in the water in front of a glacier, dive beneath the ocean’s surface and fly above the land at low altitude. My favourite element was observing these locations with NASA scientists by my side, explaining to me how climate change is affecting these spaces and how these changes will impact the rest of the world. There was a real juxtaposition here between experiencing the sheer beauty of these sublime spaces whilst simultaneously feeling a burgeoning sense of peril at our uncertain future.

Greenland MeltingDraw Me Close: A Memoir

Directed by Jordan Tannahill

This real-time animated piece is a vivid memoir about the relationship between a mother and her son in the wake of her terminal-cancer diagnosis. A partnership between the UK’s National Theatre and the National Film Board of Canada, it involves real, live acting in an installation space, where you embody Jordan, the son (and the playwright himself).

The seamless mixture of live acting and line drawn animation makes it a first of its kind. Creating it this way means you really get the best out of both worlds from both VR and performance: the immediacy that comes from the liveness of theatre with the myriad of stylistic creative opportunity that VR brings.

Draw Me Close: A MemoirThe Last Goodbye

Directed by Gabo Arora and Ari Palitz

The Last Goodbye was created with USC’s Shoah Foundation, whose mission is to preserve the testimonies of living Holocaust survivors. The piece introduces audiences to Holocaust survivor Pinchas Gutter and takes you with him to the concentration camp he was held in, on a visit he has vowed to be his last. When speaking of his experiences and reflections, Pinchas addresses the viewer directly.

Throughout the piece I felt a bond developing with Pinchas; a sort of pseudo relationship. This is something high fidelity VR is very good at: people and intimacy. Feeling present in the concentration camp and spending time with Pinchas left me feeling a real sense of urgency: it is up to us, today’s society to preserve the memories of Holocaust survivors – we need to be using tomorrow’s technology, now, to futureproof the past.

The Last GoodbyeAlice – The Virtual Reality Play

Directed by Mathias Chelebourg and Marie Jourdren

As a little girl, I couldn’t help but place myself as Alice when reading Lewis Carroll’s Alice in Wonderland. Fast forward a few decades and here I am – I am Alice, and I am late for my coronation as Queen! Quick!

This VR play, like Draw Me Close, fuses motion-captured actors and real-time rendered advanced CG to place each audience member into their own interactive wonderland. I got to meet characters including Humpty Dumpty and the white rabbit whilst being invited to talk with them and take on their challenges. The story world expands with each new audience member; meaning that this piece will evolve over time.

Alice demonstrates not only that theatre and VR can be seamless bedfellows, but that there is heaps of potential for the live entertainment industry to adopt this technique.

Alice: The Virtual Reality PlayThe island itself, Lazzaretto Vecchio, has its own remarkable history. It was in fact a quarantine and mass grave in the 15th and 16th centuries for plague victims and people with leprosy. Knowing that we were literally standing on centuries of human history gave a certain texture to my time spent in each VR piece. VR’s public reputation verges on trivial, futuristic and slightly silly. The VR work I saw, and the island’s history was the antithesis of that. This grounded and meaningful approach is a sign of how VR should be handled; as something that has the potential to create deep, powerful audience experiences.

With VR coming of age creatively, the next challenge will soon creep up on us: how can we get this work to mass audiences?

 

Home invasions, melting glaciers and Humpty Dumpty – is VR finally coming into its own?

The Venice film festival has dedicated a section to cutting edge virtual-reality features, suggesting that the format may be about to take off as mass entertainment

Lazzaretto Vecchio is a small ruined island in the Venetian lagoon, an arrangement of crumbling brick barns a short boat ride from the Lido. In its time it has been a leper colony, a plague quarantine and a dumping ground for stray dogs and cats. Thousands of corpses, animal and human, are believed to be piled beneath the buildings’ foundations.

Now Lazzaretto Vecchio has been reborn as the home of Venice VR, a pioneering section at this year’s Venice film festival. Abandoned structures have been refashioned as airy, minimalist galleries showcasing new work from the virtual-reality industry. Inside are a range of immersive installations and standalone exhibits, plus a 50-seat cinema. Visitors totter across the cobbles wearing Oculus headsets and lightweight earphones, thrilling to sounds and visions only they can experience. There are dramas about sea monsters and jewel thieves, home invaders and Holocaust survivors. Be not afeard, the isle is full of noises.

Related: Mother! review – no gob left unsmacked in Jennifer Lawrence's anxiety dream of horror and dismay

Related: Brawl in Cell Block 99 review – Vince Vaughn has a riot in ultraviolent thriller

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Here Be Dragons Release Trailer for VR Miniseries Dispatch

A few days ago VRFocus reported on immersive content studio Here Be Dragons’ next virtual reality (VR) project, a miniseries called Dispatch. Making its debut at the recent Venice Film Festival, the studio’s now released the trailer shown at the event.

The four-part series puts viewers in the shoes of a police dispatcher, dealing with all manner of emergency calls from the general public. As the trailer showcases, Dispatch has a highly stylised design overlaid with voice calls. The series revolves around a protagonist called Ted, who finds that he is the only one able to help a victim, no longer sheltered by the distance of a voice down a phone line.

As yet Here Be Dragons hasn’t confirmed which VR head-mounted displays (HMDs) Dispatch will be released on. As previous five-part series The Possible was available through the Within app the studio may go down the same route, with the app supporting iOS and Android using Google Cardboard,  HTC Vive, Oculus Rift, Samsung Gear VR, and PlayStation VR

VRFocus will continue its coverage of Here Be Dragons, reporting back with its latest projects.

Here Be Dragons Launches New VR Miniseries

Virtual reality (VR) and augmented reality (AR) content studio Here Be Dragons have announced a new VR miniseries titled Dispatch, which will make its debut at the Venice Film Festival.

The new miniseries puts the audience in the shoes of a police dispatcher, a demanding role which involves receiving calls for help from the public. Often those calls contain the worst of humanity, with tales of violence and desperation commonplace. The the four-episode series, a protagonist, Ted, finds himself in a position where he is the only one able to help a victim, no longer sheltered by the distance of a voice down a phone line.

Dispatch was written and directed by Edward Robles and features Martin Starr, Julianna Guill and Graham Shiels.

“We created Dispatch to embrace the most compelling elements of virtual reality to make the experience as dramatic and entertaining as possible,” said Robles. “With a gripping narrative, immersive audio, and strong visual cues, Dispatch gives the viewer an up-close experience with what first responders go through on a daily basis.”

Here Be Dragons have previously worked on VR and 360-degree projects such as The Protectors: Walk in the Rangers Shoes and The Possible. Content from the studio has seen appearances at Sundance Film Festival and Tribeca Film Festival, often receiving critical praise.

It is unknown when Dispatch is planned to make a general release to VR platforms, or what platform it will appear on. The miniseries was created with Oculus Rift, so it seems likely it will appear in the Oculus Store, for Oculus Rift or Samsung Gear VR.

VRFocus will bring you further news on Here Be Dragons VR projects as it becomes available.