Access All Areas February 2018 | Page 33

cOVER fEatuRE ACCESS All AreAS Refl ections on VR’s ascension With VR now mainstream, Shooting Partners' Shaun Wilton refl ects on its mass appeal potential When I fi rst examined VR earlier this decade, the technology was emerging and catching up with the expectation, or maybe even driving it. I was waiting for the right camera technology to give a high end, pro solution. We fi nally invested in the Nokia Ozo, which was originally about £50,000 but went through a few phases of rapid improvements. The camera is an all in one unit, that looks like a robot head with eyes. I could see Nokia's approach was friendly enough to be accepted in many situations and didn’t need a big rig, so it would suit fi lming gigs. Veteran rockers the Red Hot Chili Peppers had their gigs in Germany fi lmed in VR as part of Deutsche Telekom’s Street Gigs concert series using four Ozos. I knew then that VR was accepted – the band, the venue, everyone embraced it. The Ozo was even on stage with them. I saw the Ozo in the fl esh at the NAB show, where there were live working models. We invested before the end of 2016 and shot footage of Kylie at the Albert Hall, an iconic venue where a lot of people want to be in the front row. 360 lent itself to that. You are there! It is really close up and the results were impressive. You needed good post produc tion expertise to stitch the footage together convincingly, and that took a lot of understanding. The fi lming itself however, was pretty straightforward. AccEssAA.co.Uk directions convincingly, prompting you to turn your head. If you hear a scream, or breaking glass. “Another smart trick was using heaters when the participants encounter the lava. Your suit even vibrates when you're hit. It’s very clever and taps into additional revenue to take the movie experience further.” Th is isn’t the fi rst VR movie tie-in to take experiential into the multiplexes, Adrian Leu, CEO of Inition, told Access. “Th ere’s a few cinema chains looking at this model very seriously including IMAX. We previously hired a ‘wing suit simulator’ and motion platform to simulate wing suit fl ight as a tie-in with the movie remake of Point Break. Th e experience, organised by Warner Brothers, was aimed at re-creating a scene where the characters take a 21,000 foot skydive. It attracted more than 200 people over three days at Westfi eld.” With creative projects such as this garnering praise, Hollywood seems ready to embrace VR wholeheartedly. Director Steven Spielberg reportedly said upcoming fi lm Ready Player One – set in a VR obsessed world – will do for VR what Jurassic Park did for dinosaurs. Th e fi lm’s pop culture referencing action is set to be far more utopian to prior depictions of VR, such as the Wachowski’s Th e Matrix, which showed a nightmarish vision of a virtual world. For Wilton, the manner in which VR is promoted could be crucial to its long-term success. He says: “As a super fan you can now pay to take things a step further. A trap that content producers can fall into however, is thinking that everything they make has to be fantastical and over the top. Avatar, for example, fl ipped expectations on the medium of 3D fi lms. Its eff ects were subtle and in the background. “Th ose creating VR content have a responsibility at this early stage not to scare off customers. Putting a 360 camera on a rollercoaster is a mistake. It can cause people to be damning to that entire technology. Shock tactics can have a lasting negative eff ect.” Th ankfully, more consumer-friendly examples are already proving successful at moulding expectations. Topshop, for example, allowed people to access its offi cial catwalk show in Turbine Hall. Production company Inition pulled in multiple media streams of the live environment, including two streams of live HD from the front row and backstage. Positional 3D sound and live tweets also featured in the experience – these were written on autumnal leaves and dropped into the footage by a ‘helpful crow’. A time-lapse of the set build and 360° stills was also brought into the environment so that viewers could explore 360° selfi es taken by celebs and backstage. Several hundred people experienced the show on- demand in the days following the event. Topshop’s feedback was glowing. “We couldn’t have asked for better results,” says Sheena Sauvaire, global marketing and communications director, Topshop. “Inition pulled off a great job.” Wilton adds that some truly emotionally resonant content has been made for VR. “For ROAR London, we embraked on a project to help people with bereavements. Th ey produced some very powerful content in which you were a member of a family that has experienced loss. It portrayed a ‘before loss’ and ‘after loss’ scene. “Animation studio Aardman [and the BBC] meanwhile, made a VR experience set in a boat in which you are surrounded by refugees. BBC interview dialogues were used by the cartoony looking characters. I’m telling you, ten seconds in and you want out! Th e empathy it generates is powerful. You put a device on your face and you are in a new world. Th ey speak directly to you.” Leu says that VR has equal potential to provide relaxing, emotional and beautiful experiences. He points to Inition’s activity in Burj Khalifa, Dubai, as well as the Shard Viewing Gallery, London: two ›› FEBRUARY 2018 33