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IMMERSIVE WILL SOON BE THE FUTURE OF CONTENT CONSUMPTION

Digital Studio

|

September 2022

 With high rise in demand for the content, only the most captivating content is being asked for because that includes being immersed into the story either visually or phonetically.

- RAUNUQ BENJAMIN

IMMERSIVE WILL SOON BE THE FUTURE OF CONTENT CONSUMPTION

Immersive is a term where the media and broadcast industry is heading towards which can be clearly seen with the amount of content available and the demand for a new and more captivating content. Between the 80s and 2000s, 3D was the height of content creation thanks to IMAX theatres and it reaching mainstream media and captivated audiences as the characters popped out from the screen and if in a movie you saw a bullet head towards the screen it was easy to believe it way meant for you. That was one of the first signs that immersive was going to be in more demand, and it was!

There was a time when 4D was introduced as part of an attraction at Disney parks and few more theme parks. How was 4D different from 3D? 4D brought some special effects of 3D to life, not so much as a bullet would actually hit you, but more like a car splashed water a small spray of water would hit you, small enough to not get you wet but enough for you to think that water actually left the screen. The best was an earthquake simulation where your seats also shook, drawing you more into the story.

However, since then, 4D did not grow that much as a commercial set up was best for it, but 3D evolved from being available on the silver screens to also being all the way to the screen at home as long as you could afford the TV created for it.

However, with 4D being only being commercial, a new virtual experience arrived with the introduction of Oculus rift. The Oculus rift placed a person into the virtual reality that was created/rendered, it allowed for exploration based on the movement either physical or using controllers. It turned very popular for gamers and also specifically designed VR (3D) experiences. However, the Oculus Rift came with a major drawback - it gave the user physical fatigue, commonly known as VR fatigue.

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