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1/22/2019 Oculus wants to make immersive virtual theater a reality - CNET
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E X C L U S I V E | W E A R A B L E T E C H | L E E R E N E S PA Ñ O L
Oculus wants to make immersivevirtual theater a reality
B Y J O A N E . S O L S M A N , S C O T T S T E I N | A P R I L 3 0 , 2 0 1 8 5 : 0 0 A M P D T
Oculus is inventing a new kind of VR experience, coming next year,
that brings a virtual play with live actors into your home. Could it be
the hit VR's been waiting for?
James Martin/CNETJames Martin/CNETJames Martin/CNET
Scattered around Earth, you and other audience members slip on VR headsets
and convene in a common virtual world. As you explore, you're approached by
a character different from avatars you've met in VR before. It reacts to you like
somebody in the same room would, but this isn't a creature of our world. It's
sewn together by the same threads as the rest of this invented universe
unspooling around you. And by following it, you unlock the possibility of a
unique journey.
Rather than preprogrammed avatars, these characters are all powered by live,
trained actors. Far away on a motion-capture stage, a cast leads you and
others through a performance that's never exactly the same story twice.
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As executive producer of experiences at Oculus,
Rachitsky also helped produce Pixar's first virtual
reality experience, based on the movie Coco.
James Martin/CNET
Yelena Rachitsky, executive producer of experiences at Facebook's VR giant,
Oculus, describes it as indie video game phenom Journey meets immersive
play Sleep No More. The project, tentatively expected for release next year, is
inventing a new VR format that attempts to widen the audience for some of
today's most exciting VR experiences -- installations with live actors.
"We're really interested in, how do
you create that experience of live
actors without needing to be in a
site-specific location," Rachitsky
said in an interview this month
ahead of the Tribeca Film Festival.
"It's a way to scale."
The idea of VR as immersive
theater is the latest twist on one of
technology's buzziest trends,
attracting giant investments by
heavyweights like Google and Facebook, the latter of which is expected to
showcase its new virtual reality hardware at its F8 developer conference on
Tuesday. Despite the hype, widespread adoption of VR has been elusive.
Without a gotta-see-it experience compelling them to try the unfamiliar format,
consumers have resisted pouring hundreds of dollars into a souped-up
computer and a high-end headset like Facebook's Oculus Rift.
But Oculus' experimental immersive play, even at this early stage, mixes
together some promising ingredients: It builds upon a trend of theater
converging with VR that's spurring some of VR's most exciting experiences,
and it could piggyback on the booming popularity with immersive theater.
Immersive reality
Immersive theater has grown as a trend over the last five years, kickstarted by
the success of Sleep No More, an elaborate film-noir-style riff on
Shakespeare's Macbeth that allows audience members to explore and chase
live actors through a three-warehouse set. The production by Punchdrunk
Theater Company continues to run in New York City seven years after its
debut.
Other immersive theater companies have gained acclaim. Third Rail Theater
Company's Then She Fell, an interpretation of Alice in Wonderland set in a
Victorian asylum, has been performed in a former outpatient hospital in
Brooklyn since 2013. Last year, its Ghost Light was performed at Lincoln Center
in backstage corridors and dressing rooms.
As they've grown in popularity,
immersive theater and escape
rooms have focused on exploring
ways to transport audiences into
storytelling in the real world. In
VR, immersive theater could
attempt the same without a
physical set.
Watch this: What happens inside Tribeca's hit VR experience 'Jack'? 6 : 3 2
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In Draw Me Close, an actor in a motion-capture suit
embraces a viewer experiencing the interaction in
VR.
Ron Antonelli for NFB and National Theatre
The blurring between theater and
VR has already begun.
Earlier this year, Third Rail
ventured into virtual reality,
contributing to Wolves in the Walls, an experience that was also under
Rachitsky's wing at Oculus. It premiered at the Sundance Film Festival in
January.
And VR performances in real spaces with actors already exist, too, like Jack:
Part One by Baobob Studios, and Draw Me Close, a coproduction between the
National Theater and the National Film Board of Canada. Using motion-tracking
in a space that's mapped onto a live performance area, audience and
performers interact together as in immersive theater, but the audience's visuals
are a virtual world instead.
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S I G N U P
There are also live theater performances that are cast into VR, in which
participants beam in from anywhere to be audience members or actors. The
Actor's Theater of NYC has started delivering theater mini-performances and
monologues within the Altspace VR app. Comedy shows are performed there,
too. During a rendition of Hamlet in New York City last year, performers acted
together in a remote location while audience members could virtually attend
and hover around as ghosts.
But the forthcoming Oculus project would represent an advance, allowing
participants to have the interactivity of a live actor without the limitations of a
performance that occurs only in one place.
It could also create a new business model for VR content.
A fledgling media format, VR is often criticized for lacking a clear path to
making money at scale. But tickets for Sleep No More, for example, start at
$100 a pop. Piggybacking on the popularity of immersive theater also opens
the possibility of a new business opportunity for VR.
"At Sleep No More, people are chasing after an experience, they want to have
that special moment," Rachitsky said. In VR, "how do we recreate the special
moment?"