There's one thing everyone who's seen The Lion King remake seems to agree on, it's that the visuals are stunning. But how did director Jon Favreau and his team go about creating such an impressively realistic world for the Disney film?
Well, it started with research and photos in Africa, so they could ensure they were getting the details right. Then, the scenes were built through CGI, before eventually being turned into a virtual reality experience.
The engine in question is Unity, which is also used in the development of several games, from Hearthstone to Cuphead to Rick and Morty: Virtual Rick-ality. When it came to The Lion King, the engine and VR technology allowed Favreau to create a virtual Pridelands that both his cast and crew could fully explore.
As much as the introduction of virtual reality into the filmmaking process can feel like it’s all just unnecessary techno-razzle dazzle, it’s actually been helping filmmakers ground themselves in a world where, every way they turn, it’s just another endless wall of green screen. VR has always been about the sensation of complete immersion, which is exactly how we want the people making our summer blockbusters to approach their work: actors can actually see and understand the world they’re helping to create, while directors and cinematographers have a space where they can explore and try new things.
What if children with autistic disorders could become familiar with a virtual world before facing the real world?
In the case of people with autism spectrum disorders, especially among children and adolescents, the new immersive technologies are proving to be a real hope for a better future. They make social norms, autonomy and communication work in an anticipated context and using digital games. Far from traditional support, immersive technologies have a huge medical potential. Through VR solutions, people affected by an ASD are taking a big step towards a brighter reality.
Make autism understandable to the general public
Immersion in a modified reality is also effective in the other direction. By bringing a 3D experience to a person without ASD, it is possible to make people understand what these people are going through. The dazzling lights, the spontaneous sounds, the emotions felt during these disorders are now at the fingertips of the general public. Immersive technologies therefore provide educational tools to help understand these disorders. Let's hope that this reciprocal dynamic will change attitudes towards children and adults affected by the autism spectrum.
Help children with ASD overcome social interaction disabilities
VR technology enables you to create learning environments perfectly tailored to the needs of each individual. It allows you to control the virtual environment or input stimuli and show only what the individual can handle. That way, you can offer highly personalised treatment, regardless of the symptoms displayed by the patient. Another advantage of virtual worlds is that they decrease the complexity of social interactions, providing autistic children with a less hazardous and more forgiving environment.
Floreo brings autism therapy into the home environment
Virtual Reality has been here for decades, but is finally getting hot now - and above all, alongside his "cousin" - the Augmented Reality are the next big thing. It was long considered to be assigned to the realms of science fiction, but today VR is close to becoming something special, something of an everyday reality.
VR is changing gaming, music and even the medical field, yet have you considered how VR could change the way the world creates functional spaces?
So what is VR’s real potential in architecture, and how can firms implement VR into their practices?
“The incredible thing about the technology is that you feel like you’re actually present in another place with other people. People who try it say it’s different from anything they’ve ever experienced in their lives.” — Mark Zuckerberg
VR technology has so much potential for architects and designers. From initial design mock-ups, to project collaboration, through to the finishing touches that make a building design go from good to great, virtual reality possesses the capability to really sell an idea better than any other medium.
In fact, VR have the power to change the way architects design and communicate buildings before they are built. The wearer is instantly immersed in a true three dimensional environment that gives an incredible sense of scale, depth and spatial awareness that simply cannot be matched by traditional renders, animations or physical-scale models.
Virtual reality (VR) is one of the hot topics in architecture and this for good reason. There are a growing number of VR companies out there that are specialising in the architecture industry. In Black Dune Studio, we carry the vision that one day every architectural project can be experienced in virtual reality.
We take your design file in 2D or 3D format and then ask what level of detail you require – details such as furnishings and natural light can be added. You then choose your headset and you’re all set to view your design in virtual reality.
The work is never completely finished. That's what we can learn from the Valve Index VR helmet launch party. A wireless system is under study at Valve.
Indeed, during the Index VR headset launch party Valve CEO Gabe Newell stated that the company is “looking into several methods” for making the headset untethered.
Valve worked with HTC to ship the first room scale VR system in 2016, the Vive. In 2018, HTC released a $300 wireless adapter for the Vive, but there’s no indication Valve had any involvement in this project, with HTC citing a partnership with Intel in making it possible.
In early 2016, Valve made a significant investement in wireless VR technology startup Nitero. Nitero designed custom chips to deliver better performance and lower cost than other 60 GHz solutions.
It is clear that Valve is now continuing its efforts that involve Nitero.
Other elements suggest progress in this area, particularly in terms of hiring. However, the road ahead still seems long to make the Valve index totally wireless and released from its cord.