A new realm of sight interaction, BBC launches VR animation

This 3D 360 cartoon is called "The Turning Forest." It is a work jointly created by BBC and VRTOV. It landed on Google Daydream VR at the end of last year. Because the domestic Daydream VR device (Piexl phone + Daydream View glasses box) is not widely used, it is estimated that there are few people to see. Recently, "The Turning Forest" landed on Gear VR. Domestic users should be able to experience it relatively easily. In fact, the BBC's VR animation is not new. It was shown at the Tribeca Film Festival in 2016. It was originally based on an interactive experience created by Oculus equipment. Later, because Google's newly released Daydream View had a well-known controller, the BBC redesigned the movie. The version of Gear VR seen so far has achieved a very good combination of visual interaction and spatial sound effects. In particular, the spatial sound is extremely prominent and the art design is also very imaginative. It is an example of the full use of virtual reality in interactive VR works. Sight start interaction can be unconventional One of the great advantages of immersive stories is that they allow the audience to "walk into the story" and interact with it. Thus, different narrative clues are developed according to each viewer's different choices. For example, we have previously introduced the VR animation series "Raising a Rukus" which was just released by VRC Hollywood Studios. However, in mobile VR, where the market is currently relatively large but can not achieve spatial motion positioning and interaction, although the use of line-of-sight interactions seems to be a frustrating and tiring way most of the time, the works that make them outstanding are rare. However, if it is very natural for human guidance in immersive content, and it is fully integrated with the plot, it can also be very handsome. For example, we have analyzed “Notes on Blindness” many times—this is a story about human vision. It is natural and simple to impress people using visual interaction. See yourself in the eyes of monsters In the "The Turning Forest" here is also very natural to guide the line of sight. In a 360-degree immersive space in a large forest, if you have to emphasize that the audience “stares at” some trigger point to start the story, it will certainly be tiring or impatient. The Turning Forest creator’s approach is to work with the voice guidance, and the line of sight can trigger some very “harmony with nature” scenarios, such as triggering birdie wings, falling leaves fluttering, looking around, grass growing. Fly ... all these non-destructive main story lines are the plots that naturally happen in the forest environment. But it will not make people in the middle of the 360 ​​environment look around the East do not know what to look at and what trigger boring surprises (scared). Eyesight imagination The row of "dental harp" sounds superbly If there is a monster with a large number of red, green and green monsters, and you open your mouth to reveal two rows of tigers and teeth, what will your eyes start? “The Turning Forest” lets the audience play harp with eyes on two rows of sharp teeth. The orderly tiger teeth resemble the strings of two rows of harp. As far as the eye can see, it will give out different music. The audience can try to play a simple little song - this interactive brain hole must give full mark - not only can the teeth be extracted but also Shooting teeth piano. Of course, with such a large mouth open, it is impossible to see the amygdala, so the audience can “knock” the giant monster’s tonsils with a line of sight, and the deep three-dimensional accompaniment of the organ will be given out, which will complement each other with the harp. In the next scene, in different places, you can use the “line of sight” to pop up rows of ice peaks to pop up some other amazing music. Similar to the success of "Notes on Blindness" using visual interaction, this work essentially relies heavily on human imagination and visual stereo perception. Provides the possibility of watching and interacting in an imaginative world. And these are the biggest advantages of immersing stories. Designing stories through sound Zillah Watson, executive producer of R&D at the BBC, introduced the work, saying that "The Turning Forest" is unique in that its narrative line is guided by sound, stories are designed through sound, and advanced audio technology is used, not only In order to realize the above-mentioned all-emphasis on music, the whole story is firmly grasped in the spatial sound effects. For example, the colorful monster appeared behind the audience (this is in line with the logic of the forest story). The audience who are busy using the sight-seeking, bees and butterflies will “go away” and immediately turn away the interaction with the flowers and grasses and gaze at the protagonist of the story. The success of "Notes on Blindness" is another example of the importance of immersing sound effects in space. For the blind protagonist, the auditory aided by imaginative interpretation dominates the audience's attention. Let all visually-appropriate audiences naturally immerse themselves in the visual experience of a blind person without feeling offensive. "The Turning Forest" prompts the audience to bring a stereo headset when it opens. After the BBC showed up at Tribeca, the most important adjustment to the work was to improve sound design. Using our own team's decades of experience in sound effects, and recent research results, together with our partners and university labs, created these soundscapes that give the audience a pleasant surprise. - Zillah Watson 360 degrees is not an immersive story A few days ago, YouTube demonstrated through heat map analysis that 75% of viewers in 360-degree videos were only willing to stare at the front sight. Then YouTube released a new video format for the VR180, which directly "loses" the view behind the current 360-degree audience. For the vast majority of 360 works, it is indeed wise to select areas where viewers can “didn't know what they are able to reach,” but at the same time, they have lost the space for real immersion in narrative. And "Notes on Blindness" and "The Turning Forest" prove that 360 degrees is not an immersive area where the story is not immersed, focusing on whether or not you have splendidly told the story enough to allow the audience to turn to the proper 360 degrees and 180 degrees Degrees are all consistent logic, and many stories are not good enough because they do not conform to the logic of human nature. When you don’t want to turn around, you force the audience to turn around, and you must design the touch point at the point where no line of sight is triggered. The result is naturally conceivable. You can also ride a giant monster while flying with eyes "shooting birds" to play "The Turning Forest" There is a story of flying on the back of a monster monster, although this section of the design is very artistic tension, the picture is beautiful and beautiful, but There is no compelling audience to look around and look at something (which will certainly faint). All the sights are in the range of about 120 degrees ahead. Meet the natural visual experience of sitting on a flying animal to see the scenery. Provide stories that the existing medium cannot describe and express The story of "The Turning Forest" is clever in the viewer's curiosity of watching and interacting in the imagination world. Everything that exists in the imagination is common - for example, seeing a monster that opens your mouth wide open, you can't resist trying to touch its teeth. As long as it is all in the imagination space, it has the charm that reality cannot reach. The BBC's exploration in virtual reality has always been not a simple “2D to 3D” type of thinking. It provides us with things that we cannot see in reality. Therefore, it is possible to surpass those "conventional" images, voices, pictures and plots without hesitation. Among them, the visual design is also very refined in this work. The style of "The Turning Forest" is sometimes whimsical, sometimes cold and wonderland. The immersed audience will produce their own aesthetic surprises. This makes people think of it with little dismay: Imagination creates advanced stories and aesthetics. Imagination is just as unequal as other rare things in the world. It cannot be touched by everyone. This may be the reason why we will turn around in the 360 ​​space and stare.