Virtual Reality (VR) is a computer-generated environment with scenes and objects that appear to be real, making the user feel they are immersed in their surroundings. This environment is perceived through a device known as a Virtual Reality headset or helmet. VR allows us to immerse ourselves in video games as if we were one of the characters, learn how to perform heart surgery or improve the quality of sports training to maximise performance.
Although this may seem extremely futuristic, its origins are not as recent as we might think. In fact, many people consider that one of the first Virtual Reality devices was called Sensorama, a machine with a built-in seat that played 3D movies, gave off odours and generated vibrations to make the experience as vivid as possible. The invention dates back as far as the mid-1950s. Subsequent technological and software developments over the following years brought with them a progressive evolution both in devices and in interface design.
Virtual Reality vs Traditional Film
1 VR production requires some specialist equipment that can seem incredibly intimidating, not to mention expensive. At the very least you will need a 360 camera rig and editing station (with an i5 processor or above), as well as a PC and headset to review the footage.
2 VR film sets have their very own ‘danger zone’ – usually a radius of 1.5 meters from the camera rig. Anything filmed in this zone will come out weird and blurry so your production team will need to keep it clear of any people or objects that could distort the shot.
3 VR is relatively expensive to produce. It costs more to produce than 2D, not only in terms of equipment, but also in terms of the number of people needed to work on a video shot in 2D, which usually requires a producer or director, cameraman and sound recordist. But VR post-production includes a producer or director, camera operator, digital imaging technician, sound recordist and runner, and a VR project can consume the entire marketing budget and then the cost of bringing it to market.
VR Immersive Experience
VR film and television is not simply an audio-visual appreciation, but requires the use of head-mounted displays, data gloves and other devices to achieve an all-encompassing immersive experience If one wants to experience VR films, apart from going to a professional cinema, unlike traditional cinema, it is difficult for viewers to experience immersive VR films at home, and if one has an Oculus Rift at home, viewers can only immerse themselves in as many platforms as possible through VR content: from Google Cardboard to YouTube to Sulon Q. While VR videos create great experiences, there aren’t many VR movies on the market as they do take longer and cost more to produce.
There’s also motion sickness to consider when creating content that must be viewed with a headset, and making sure the viewer doesn’t get too sick (remember when Nintendo’s first attempt at VR made people literally vomit?). Relatively static shots are best because they allow viewers to move their heads freely and enjoy the immersive experience without unpleasant side effects.
https://blog.hubspot.com/marketing/virtual-reality-vs-traditional-video-differences-to-know