Quite a lot? VR? Practitioners in the field agree with this view: what is entertainment application? VR? One of the most important breakthroughs in the field is also the most likely to make a profit first. Under such remarks, the most direct result is left and right? VR? There are more and more entrepreneurs, and there are more and more discussions about content. An intuitive case is: from? 20 12? First appeared at Sundance Film Festival in the United States? VR? The movie starts and arrives? 20 16? In, the number of participating films has reached? 33? Department.
VR+ movies are obviously a promising direction, but? VR? Movies are more than just telling a good story on the screen. Content collides with technology, VR? How do movies tell good stories?
In when capital encounters technology: 20 16, VR? Will it really break out? At the event site, Yang Tao, founder of Beijing Shengweite Technology Co., Ltd., Chen Haifeng, vice president of lithography times, and Zhuguang Animation? VR? Mi Li, the director of the short film Goodbye, Expression, discussed many questions about "VR+ Movie".
Geek Park: Specifically, how to create a "VR+ movie"?
Mi Li: Other big companies have invested a lot in interaction, and interaction will take some narrative shortcuts. What we want to do now is how to tell a good story with as little interaction as possible, while keeping the audience's attention and keeping up with the narrative rhythm we designed.
We have been looking for a balance between tradition and cutting-edge technology, VR? As a device characterized by immersive experience, this is its inherent advantage, but how to use this advantage to tell stories is a basic blank state in our industry at present. We pay more attention to finding a balance between stories and experiences. In order to control the duration, we will use moderate interaction and try our best to guide the audience to pay attention to our story by various means.
On the other hand, we find that the traditional audio-visual language is limited in the production process, and many audio-visual languages exist. VR? If it fails, the editing function will fail. In the process of production, we have many means to try to use these means? VR? In application, the current discovery is a failure. When the audience is here. VR? In the environment, you will think that you are personally in that environment. Once there is a clip, the audience will feel like they are moving like the Flash. We used many methods, such as black field, flashing white, fading in and out, but most of them were still in the scene.
Screenshot? 20 16-02-03? Go to 5.40.54.png in the afternoon.
(VR? Short film "Goodbye, Expression")
We are very restrained in the handling of interaction. When the audience experienced our short film, there was almost no strong interaction with the movie characters. More is to guide the audience through sound, light, and even the various scheduling and displacement of the protagonist, so that they can pay attention to the development of the story from some instinctive reactions and follow up the performance of this role.
On the other hand, we have also made some attempts in sound interaction, which is in today's? VR? It can also be reflected in the world. Where is our laboratory? VR? The animated short film adopts the new technology of the current film, such as the experience of panoramic sound. We're not really going to experience it with simple headphones and a two-channel system, are we? VR? Sound.
What is more important next is the sense of immersion and ritual. Do what? VR? A very big problem in animated short films is the audience's self-cognition. Many viewers are watching? VR? In the short film, the biggest question is "Who am I" and what kind of role I am in this story. When we designed the animated short film, the script took this into account from the beginning. At the beginning of the story creation, an environment more like a venue was designed. When the audience wears glasses, the first reaction is that I am in a venue, and I am in a scene similar to watching a movie. The audience will think it's the audience's perspective, and they won't think I'm the protagonist. Because many viewers wear them? VR? Equipment, information is very large, he will look at the surrounding environment, it is very difficult to let the audience enter the story in the first minute or two, we pay more attention to how to let the audience enter the scene first, and make clear their identity in the story in the fastest time, which makes it easier for the story to go on normally.
Geek Park: VR? Who is more meaningful than a movie game?
Mi Li: The movie of the game has been in the game for a long time. There is a French company that made a movie of the game very early, and has made a thorough discussion on the movie trend of the game, including the effect of some players' choices. what do you think? 20? There are also different endings, so that players have different experiences when experiencing the game. Game movie, right? VR? This is a relatively easy thing for me. Because it just moved the content to a new interactive platform, the gamification of movies is a relatively blank field. I think we should learn from Hollywood in terms of creative content. Hollywood has pushed the genre of movies and stories to a very high platform level, and has been able to divide the audience very carefully at the content level and make a basic and relatively accurate prediction of their content.
Yang Tao: On the other hand, I think games and movies are based on screens, only projectors and televisions. VR? Panoramic things, my personal feeling is to change the completely underlying things, whether it is movies or games, we need to change our way of thinking. Shall we go up from the ground floor now or go down from the existing box? I can't say what the final result will be now, but it must be something completely new.
Geek Park: Really? VR? In terms of film directors, which is more important, a good story or a fresh experience?
Mi Li: These are all very important. What are the visual stimuli and experiences? VR? A greater advantage. How to create a story with such advantages is a difficult point. We think future audiences will go to the cinema. VR must follow these two expectations. There are many stories that are unnecessary? VR? In order to get the best experience, we often want to see other people's stories in the third person and feel detached, so there is a story that we need to immerse ourselves in once the audience chooses? VR? Seeing a movie in a new way, he must have two expectations, and the balance between them still needs us to try and explore in the future.
Yang Tao: It is very similar to the development of movies. The novelty of technology first attracts everyone's attention. On the basis of generating demand, it is the stage of truly perfecting stories and scripts.
Geek Park: VR? What are the possible ways to make money in the market?
Yang Tao: In the domestic market, if there is no great temptation, you can make a profit by hardware. Are you online? VR? This field may rely on hardware for profit in the short term, but once it is profitable, it will face a free impact. How to make a profit in the future? 20 16? From the perspective of early 2008, it may just be a traditional model, relying on advertising, copyright, some authorization, or the form of experience stores, which may be a visible means of profit.
Chen Haifeng: There are many ways, a large part of which may be highly related to the content itself. Average profit of future platforms. In the future, the difference in these profits may come from the difference in content or the difference in the final provision of a service. This is an effect of real profit in the future, and you can really start learning from one day. c? When you make money, the industry will really stand on the consumption level, but it will burn a lot of money before.