As VR storytellers, we are charged with molding experience itself into story, and none of our storytelling tools have prepared us fully for that. As we stumble our way into this new, mysterious medium, we ask ourselves, “How do we tell a story for the audience when the audience is present within it?”
Being bodily present in the story seeds the need to be active, to “do.” But how does the audience know what to do? And how do we take their needs and perspective into consideration? To even scratch the surface of these questions, we need to better understand the audience’s experience in VR — not just their experience of the technology, but the way that they understand story and their role within it. Explore the complete guide on Medium.
Virtual reality (VR) typically refers to computer technologies that use software to generate the realistic images, sounds and other sensations that replicate a real environment (or create an imaginary setting), and simulate a user’s physical presence in this environment. VR has been defined as “…a realistic and immersive simulation of a three-dimensional environment, created using interactive software and hardware, and experienced or controlled by movement of the body” or as an “immersive, interactive experience generated by a computer”.
A person using virtual reality equipment is typically able to “look around” the artificial world, move about in it and interact with features or items that are depicted on a screen or in goggles. More on Wikipedia.