The year that virtual reality took over Comic-Con
What stood out was that despite the lines, attendees largely didn’t care about virtual reality, augmented reality, or any other ballyhooed technology that was being utilized. They simply wanted to take a further step into their favorite fictional worlds — to the point where most at the Mr. Robot site called out the activation’s recreation of several sets as the draw, not the VR experience. "I just wanted to see how well they replicated the set, and get a real experience of how it would feel in Mr. Robot’s office," said 48-year-old Ben Kam. Down the line, O’Toole agreed. "We did the virtual reality Conan thing. So I’ve done virtual reality before," she said.
Comic-Con is all about promotion, with the idea that every piece of news or footage shown will soon ricochet around the world...
The irony is that the better the experience is, the more attention it will get, so there isincentive to create works that are actually interesting unto themselves. Filmmaker Kevin Cornish, who directed the Teen Wolf VR experience for MTV, explained that on his project, corporate sponsor AT&T was extremely pleased because the experience went beyond static, 360-degree video captures — low-hanging swipes at VR that are already starting to feel old thanks to the proliferation of 360-degree video on Facebook.
in the end, the state of VR at Comic-Con is a lot like the state of Comic-Con itself. Noble at times, catering to the pure of heart, but always looking to use the faithful to springboard into ever-higher orbits of hype.
See the full story here: http://www.theverge.com/2016/7/25/12279274/virtual-reality-x-men-mr-robot-suicide-squad-comic-con-2016
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