Game mechanics are also crossing over into the world of theater. Punchdrunk, the immersive and interactive theater company behind hits like Sleep No More and The Drowned Man recently announced that “the future of interactive audience experience will be at the cross section of gaming and theatre.” Earlier this month, the company revealed a new partnership with Niantic, creators of the augmented reality Pokemon Go game. The venture promises to break new ground, taking the theatrical experience outside the walls of the theater and into real world.
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“We’re working with some movie studios to look at promotional work,” Tõke continued. “That could be something like turning yourself into a particular character, which can then be printed as a figurine. We also think gaming is a big use-case, since you’ll be able to put yourself into a game and play with your friends. Finally, we’re very excited about connecting people through virtual reality to create more authentic social interactions. You’ll be able to speak with friends, family, or colleagues in the virtual space — but as yourself. That’s the ultimate goal.”

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It sure sounds like futuristic stuff, but Tõke is convinced that the need for this kind of technology is going to be in-demand sooner than we might think. Mark Zuckerberg has already opined that more than 40 percent of time in VR will be spent on social interactions, which call for realistic avatars. There is similar promise in everything from gaming to retail settings.

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It’s okay not to have a lot of views or audience interaction when you start out. Everybody has to start somewhere, and some channels naturally have more mass appeal than others, which gives them an advantage in picking up new viewers. But as you create and publish more videos, your viewership should grow over time. Having lots of videos, but almost no views, can make your channel seem amateurish to the viewers who do come along.

In a run of six shows, viewers submitted artworks on a theme proposed by contemporary artist and presenter Grayson Perry, who conducted Zoom chats with the artists to hear the stories behind their work. Crombie, speaking at a recent CogX festival panel, said that the show was “radically empowering for the audience” who embraced the participation element, and that the concept “has energized and revitalized what the whole proposition of an arts programme is.”

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Get a good angle. You should probably place the camera at or above shoulder height. If you are filming a stationary video, a good shot typically has the character's shoulders near the middle and their waist or knees at the bottom. ALWAYS do a short test video before recording the content. If you want to get fancy add multiple cameras each recording from different sides.[2]

Just like at an in-person venue, the Virtual world includes an Expo Hall, complete with an exhibitor floor, auditoriums, meeting rooms, a lobby, social spaces, and more; board rooms equipped with presentation tools and screens; and stages, which can be set up in various locations such as the beach or rooftop. Plus, users can easily “teleport” to these different spaces, or they can navigate using the arrow keys. The platform can be used with a VR headset, but it can also be explored via a Desktop browser.

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Be alive! Act like you're talking to someone. Don't read of your script, just hit the main points. Don't stare at the camera, or any individual object. Even if you stay facing the camera, shift your weight, use limited hand gestures, speak with more than monotone, and use your face to reinforce your words. If possible add jokes, even if they are corny.

Just like at an in-person venue, the Virtual world includes an Expo Hall, complete with an exhibitor floor, auditoriums, meeting rooms, a lobby, social spaces, and more; board rooms equipped with presentation tools and screens; and stages, which can be set up in various locations such as the beach or rooftop. Plus, users can easily “teleport” to these different spaces, or they can navigate using the arrow keys. The platform can be used with a VR headset, but it can also be explored via a Desktop browser.
These concepts reflect a desire on the part of audiences to see themselves at the heart of the action, to actively engage rather than passively consume. Shows that can authentically offer viewer participation will reap the rewards, according to Neil Crombie of TV production company Swan Films. Crombie is executive producer of Grayson’s Art Club, an arts show conceived for lockdown for the British broadcaster Channel 4. The show ditched the traditional format of expert art critics dispensing wisdom and instead created a collective, meaningful experience for the nation.
Earlier in 2020, Sky TV celebrated the UK launch of a second series of their hit crime procedural Bulletproof with a complementary immersive digital experience, Bulletproof Interrogation. Players join two leading characters from the show (cops Bishop and Pike, played by Ashley Walters and Noel Clarke) in a tense sequence where they must help interrogate a serial killer bent on committing three murders. Created in partnership with Charisma.AI, the game deploys natural language processing and AI to allow fans to conduct a back and forth discussion with the suspect, where everything they say might influence the outcome.
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Wolfe explained to Wunderman Thompson Intelligence, “From the time I started writing songs (age 8) and discovered my parents’ record collection, I saw records as musical books, with the artwork providing the perfect backdrop for the story, and I loved opening them up and entering into the world of the album. There was also a ritual to the occasion. I started imagining what my album could look like, what it could feel like, what worlds I could create. When it was time for my first album to be released, it was a very different era with the digital replacing the physical. So I thought about how to connect the two and that’s what my work became centered around: reimagining the vinyl experience but for today.”

The fusion of digital and physical is helping to amplifying and elevate entertainment experiences, eliminating boundaries and expanding possibilities. Looking to the future, technologies from mixed reality to gestural, haptic and neural interfaces promise ever more intuitive, responsive and personalized experiences, with the viewer at the heart of the action.
Get various looks in no time! This accurately-developed Profile system allows you to first decide the gender for the character, and then the ethnicity or a face profile, based on very common characteristics like large nose, heavy face, and other pronounced features. Quickly complete a perfect 3D head shape by using these time-saving starting bases.
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