"Want to Know What Virtual Reality Might Become? Look to the Past
No doubt some future V.R. creators will figure out how to tell cinematic stories or make compelling game experiences.
The director Chris Milk, in a widely circulated TED talk, called V.R. systems "Empathy machines," a description echoed by other V.R. auteurs.
The paradox of V.R. is that when you see the world through someone else's eyes, you can't actually see the person's eyes.
Donning V.R. goggles, visitors entered a parallel version of the forest, where they could shift in and out of the perspectives of different creatures, from midges to frogs to owls.
"This isn't storytelling." If V.R. allows you to project yourself onto the deck of the Titanic, I suspect we won't want the entire James Cameron-style back story about a dashing artist and his fleeting romance with a wealthy young woman facing an arranged marriage.
"We weren't expecting it really," Steel says about the process of creating "In the Eyes of the Animal," "But by the end of it, we were all thinking, If you'd had a stressful day, it's super nice to just put it on and just explore. You always find new perspectives and angles. With these bigger trees, you're scanning so much detail that you notice stuff in V.R. that you wouldn't notice in real life. We're stuck at five to six feet high, and so you rarely go down and put your chin on the floor. But in V.R., you just stick yourself down there, and you're like: 'I love it down here! Look at all these pine cones!' ".
In an age when action movies have acclimated our eyes to multiple cuts per second, and in which video games bombard us with nonstop carnage, there turns out to a surprisingly meditative quality to the world we inhabit with V.R. goggles on."
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