Producer|Writer at American Movie Company
Virtual reality has taken the entertainment industry by storm. Many producers are now looking for ways to incorporate 360 VR into their multi-faceted videos. These projects can be used for marketing and educational purposes, and/or to take advantage of the next frontier in immersive audience experiences.
First, it is important to know the distinctions between 360 Video and Virtual Reality per se.
In 360 Video, the viewer remains in a stationary location and his/her surroundings change around him/her. The viewer cannot interact with the space, but can turn around to view the new environment from all angles. Virtual reality, on the other hand, allows the viewer to walk around and interact with his/her surroundings in the virtual world.
Many companies have already begun creating 360 content for marketing purposes. Some popular marketing videos that use 360 video include: The Jungle Book, The Man in the High Castle and Land Rover. Many social media and video viewing platforms are now able to host 360 video, allowing advertisers to take social media marketing to the next level and gain more viewership/customers among a wide demographic.
Virtual reality is also entering into the educational industry, specifically medicine. The technology is now available that will allow medical students to learn about organs and the body, without the use of cadavers. Soon, students can interact with the content presented to them, which will allow for a much more real experience when it comes to operation simulations. Educational virtual reality is not only restricted to medicine, but can also be applied to other STEM, history and arts education.
Affordability also allows consumers with various budgets to gain access to virtual reality content. Although generation X and gamers are the most likely users of virtual reality, ease of accessibility and intrigue makes virtual reality and 360 video appealing to the general population across a wide range of ages and interests. Virtual reality is projected to become a multi-billion dollar industry by 2020.
Many companies have already created the materials necessary to create 360 video and virtual reality content. Cameras and studios are readily able to accommodate such productions.