The movement ‘re-shaping cinema and theatre’. (Kinoautomat.cz, 2018) I

The aim of my research is to find out how this may happen changing the ways in which we view content and how cinema will collaborate and connect audiences with VR. By looking at audience interactivity within these films and how cinema has been changed through technological advancements – HD, 3D, CGI and IMAX. I think now more than ever we’re experiencing a great change from being passive to active viewers.

The technological advancements on the silver screen from the introduction of Technicolor in 1917, green screen digital composing in the 1940s and CGI in the ’70s; cinema has always been a forum for massive innovation. Adding in more realism and immersion attract audiences and justify the ever-increasing ticket prices.

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Reading about past examples of film experimentation such as the 1967 film One Man and His House or Kinoautomat known as the worlds first interactive film, the audience is asked to participate in the story. Voting for which moral choices they believe the protagonist should make during the story. It was seen as an interactive and experimental movement ‘re-shaping cinema and theatre’. (Kinoautomat.cz, 2018) I only wanted to touched upon this as I see it as an aim of my research to look into recent projects that are accelerating VR as this new medium at a rapid pace. 

3D cinema was supposed to be the next big thing, but it’s lost momentum due to a vaguely interesting tangent. However, filmmakers are getting very excited about virtual reality. So how come major film and TV studios have been slow taking on VR?
What kind of cinema will emerge?

Probably not traditional narrative productions: filmmakers and production companies must come up with new storytelling techniques to account for a technology that explodes the frame, placing the spectator inside the space of the film. I’ll be looking into creative content from creators such as Oculus Story Studio but also reviewing if this content will be accepted by the likes of the general public rather than focusing solely on companies who’ve invested millions into their projects. I produced an online survey in which 110 people participated, I’ll be collating the results which will hopefully give me a greater insight into how the public perceive VR.