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lirik lagu the dramatic universe of vr technology – aresh banaji

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so far in movies, virtual reality has been both realistic and unreal. the technology has been there for decades, but enthusiasts believe that now is the time for virtual reality to shine in all of its technicolour brilliance. they think the earth is flat, and then there’s virtual reality
lawnmower man, a 1992 film in which an inept gardener is transformed into a flaming g*nius through the use of virtual reality technology, was a watershed moment in the industry. among other things, the film featured the world’s first virtual reality s*x scene. however, things have halted since then, until recently, when gaming has given virtual reality technology a fresh lease on life and opened up new chances for the film industry

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virtual reality in cinema, according to technology enthusiasts, is poised to open up exciting new vistas in india, the world’s most prolific film producer. anand gandhi, whose 2013 film ship of theseus received the national award for best picture, is one of the most outspoken supporters

gandhi, 36, is a firm believer in virtual reality. he believes virtual reality is reality; in fact, he believes it is life itself. “our lives swirl in all directions around us. “we don’t look at life and think, ‘you know what, i just want to watch my life on a tiny film,'” he says. “we engage in life and exclaim that it is an enthralling and delightful experience. all of this is virtual reality.” so, what distinguishes a virtual reality film from a traditional film? simply defined, a moviegoer in classic film is only an observer; we’ve all felt that way. virtual reality movie viewing is a 360*degree immersive experience that immerses the viewer in the action. as a scenario unfolds, the viewer can choose to glance in any direction and become interested in whichever component of the action appeals to him or her

to watch a film in virtual reality, utilise a vr device such as facebook’s oculus rift, samsung vr, or google cardboard. the headset display, which is put in front of the user’s eyes, enables them to look in any direction they like. the movie can be seen on a computer or a smartphone. all of this implies that the experience is a full*size 3d environment free of the constraints of a tv or a movie*theater screen

“it’s only a matter of time before we witness a full*length vr feature*film,” said apoorva mehta, ceo of karan johar’s dharma productions. “vr, on the other hand, cannot replace the pleasure of going to the movies and seeing a shah rukh khan picture on a big screen.” he stated that “virtual reality and traditional movies will coexist.”

while virtual reality has the potential to provide exciting new perspectives, it is still some time away as technology progresses. there have been virtual reality short films and documentaries produced, but no feature*length films. in any case, not in india. a jesus christ biography, billed as the first virtual reality film, opened at the venice film festival just a few months ago. the usage of virtual reality technology in the creation of movie teasers is becoming more common. arka mediaworks is the creator of

baahubali: the conclusion, the planned sequel to the superhit film, is attempting to pique curiosity with a virtual reality teaser in which director rajamouli takes the viewer on a 360*degree tour of the film’s sets. the film is scheduled to be released in april of 2017

the audience is taken to the palace courtyard in the city of mahishmati, where the film is set, and meets lead actors prabhas, *n*shka shetty, and rana daggubati in the virtual experience. on youtube, the preview video has already received nearly 2 million views

“the obvious application of virtual reality is pre*release promotion,” said ashoka holla, director of berserk media in mumbai. gandhi’s memesys culture lab, which touts itself as india’s first virtual reality production business, has produced a number of documentaries using the technology. the united nations purchased the first video, the cost of coal, last month

one of the most fundamental disadvantages of virtual reality is that genuine immersion requires specialised equipment that not everyone has. even if they are available, the headsets are hefty and can only be worn for 10 minutes. “because of worries about widespread consumption of vr content, now is not the ideal time to develop a full*length feature film,” said agam garg, cofounder of meraki, a firm that creates virtual reality films for festivals, music concerts, and other events

in contrast to traditional filmmaking, virtual reality films employ numerous cameras to create a 360*degree experience. to capture any shot, the filmmaker must construct a “camera rig.” a basic virtual reality camera is made up of four to sixteen cameras that record three*dimensional videos of their surroundings. using specialised software, the photos are sorted in the correct order and sewn together

according to film editor neil sadwelkar, virtual reality films must be made as part of a larger package that includes the storey and the subject matter, rather than just the gizmos and technology. “vr is an experience, and the storey that goes with it must be scripted,” he explained. “while vr may work well for all of the battle scenes… it would not work well for the personal storey sections; integrating vr here would degrade the experience.”

while many in the film industry believe that virtual reality will be used sparingly in the future, gandhi is a firm believer in the technology. sceptics, he believes, “don’t know what they’re talking about.”

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