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<p dir="ltr">Virtual Reality is part of a set of media formats that have developed with the explosion of digital technologies in the last decades. These new technologies that can have a strong sensorial effect on the recipient are disrupting the way stories are being told and therefore pose new questions about identity and design strategies, but they are also grappling with "older" questions of gender, diversity and inequality in media.</p>
<p dir="ltr">In this module we want to point to these new questions and how they are related to the particular affordances of this medium.</p>
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<li>What is your free association concept when you hear about virtual reality?</li>
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<p dir="ltr">How do you think being able to embody a different body in VR can be connected to efforts to create more diverse virtual spaces?</p>
<p>What problems, traditionally connected to film in terms of diversity, could also come up in virtual reality projects?</p>
<p>2. Think about these questions:</p>
<p dir="ltr"><strong>What is VR? Have you tried it?<br /></strong>If you haven’t tried it, can you please let us know why not? (E.g. no opportunity yet?)</p>
<p dir="ltr"><strong>Do you believe VR is more powerful than a good series?<br /></strong>VR is mainly used in the entertainment industry as well as in scientific research. In spite that it did not fulfill the expectations and the VR headset is not so widespread on the market, as it is still considered as an expensive gadget, many artistic formats and training programs are created in VR in order to tackle the sensitisation possibilities of the user. This transmedial approach is also because the format of VR can be both interpreted to film studies, media studies, video game studies, but also from psychological and sociological aspects. Therefore beside the entertainment industry, VR has a strong presence in various training programs and psychological studies.</p>
<p>Many VR-training programs aim to offer new experiences and understandings of the other. Documentary productions produced in VR can also put the user in the shoe of another: such is Goliath - Playing with Reality VR, Manic VR as these productions deal with mental health issues; the journalistic VR works of Nonny de la Peña with Emblematic Group (such as Out of Exile where the protagonist is confronted by his family about his sexual orientation, or After Solitary, that is presenting with volumetric video capture and photogrammetry the life of an inmate).</p>
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<p dir="ltr"><strong>Virtual reality (VR)</strong> is a<a href="https://en.wikipedia.org/wiki/Simulation" target="_blank"> simulated</a> experience that employs <a href="https://en.wikipedia.org/wiki/Pose_tracking" target="_blank">pose tracking</a> and <a href="https://en.wikipedia.org/wiki/3D_near-eye_display" target="_blank">3D near-eye displays</a> to give the user an immersive feel of being in a virtual world. <a href="https://en.wikipedia.org/wiki/Applications_of_virtual_reality" target="_blank">Applications of virtual reality</a> include entertainment (particularly <a href="https://en.wikipedia.org/wiki/Video_game" target="_blank">video games</a>), education (such as medical or military training) and business (such as virtual meetings). Other distinct types of VR-style technology include <a href="https://en.wikipedia.org/wiki/Augmented_reality" target="_blank">augmented reality</a> and <a href="https://en.wikipedia.org/wiki/Mixed_reality" target="_blank">mixed reality</a>, sometimes referred to as <a href="https://en.wikipedia.org/wiki/Extended_reality" target="_blank">extended reality</a> or XR, although definitions are currently changing due to the nascence of the industry.</p>
<p dir="ltr"><strong>Definition of new notions</strong></p>
<p dir="ltr">Avatar is the electronic image that represents and may be manipulated by a computer user (as in a game). It can be 2D or 3D and it also might have effect on its user.</p>
<p dir="ltr">User or experiencer is the viewer or recipient of the virtual reality production, who can experience the content by having on the head-mounted display. </p>
<p dir="ltr">Photogrammetry is the procedure of extracting 3D information from photographs. The process involves taking overlapping photographs of an object, structure, or space, and converting them into 2D or 3D digital models.</p>
<p>Volumetric video is a technique that captures a three-dimensional space, such as a location or performance.</p>
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