VR movie is affirmed by mainstream film festival but short board is still obvious

    Virtual Reality (VR) has emerged as a powerful continuation of humanity's long-standing fascination with surrealism, a concept that has captivated artists and thinkers for millennia. In recent years, surrealist themes have become increasingly prominent in film and television, whether through dramatic storytelling or science fiction narratives. These works reflect a deep human desire to transcend the limits of reality and explore the unknown. VR offers an immersive, dreamlike virtual world that goes beyond traditional experiences, perfectly aligning with this growing demand. As part of innovative cinematic exploration, the 74th Venice International Film Festival introduced a dedicated VR competition section this year. This marks a significant milestone, showing that VR films are gaining more recognition and interest in the pursuit of truly immersive storytelling. The inclusion of VR in such a prestigious event signals its potential to reshape the future of cinema. VR films, also known as virtual reality movies, use advanced computer systems and sensor technologies to create fully interactive 3D environments. These environments simulate various sensory experiences—sight, sound, touch, smell, and even taste—allowing viewers to be completely immersed in a 360-degree virtual space. This new form of human-computer interaction opens up exciting possibilities for storytelling and audience engagement. The film industry, one of the most influential sectors in entertainment, has evolved rapidly since its inception. With the rise of high-tech innovations like VR, the traditional film landscape is being challenged and transformed. Unlike conventional movies, where the audience is passive, VR films allow users to become active participants, exploring the story from multiple perspectives. This shift has sparked excitement among both audiences and filmmakers, with many directors eager to experiment with this new medium. In recent years, several renowned filmmakers have begun transitioning into VR. For example, Oscar-winning director Steven Spielberg has expressed interest in creating family-friendly VR films. Similarly, acclaimed director Zhang Yimou has mentioned his intention to explore VR in the future. However, Spielberg has also pointed out that VR presents unique challenges, calling it a "dangerous medium" due to its 360-degree perspective, which can dilute the director’s control and reduce the importance of traditional cinematography. At the 74th Venice Film Festival, VR was officially recognized as a competitive category, marking the first time a major international film festival embraced this emerging format. During the event, attendees had the opportunity to experience VR through interactive video content, allowing them to engage with the technology in real-time. One notable piece, “Dispatch,” used a split-screen technique to present simultaneous information from different perspectives, immersing the audience in a tense, real-time emergency scenario. Another project, “Snatch,” incorporated interactive gameplay, enabling viewers to participate in criminal activities and influence the storyline, enhancing the sense of immersion and engagement. A total of 22 VR films were showcased at the festival, including four Chinese productions: “Self Travel,” “The Dream of the Elderly,” “Window,” and “Home in Lan Ruo Si.” Among these, “The Old Man Who Picks Up Dreams” has already been introduced to domestic audiences. This 11-minute animated VR film tells the story of an elderly garbage collector who collects dreams in a large truck, blending emotional storytelling with immersive visuals. Meanwhile, the short film “Repair” can be experienced through various VR platforms, offering a unique narrative experience. Despite its promising future, VR filmmaking is still in its early stages. While technological advancements continue to improve, there are still significant challenges to overcome. High production costs, complex workflows, and technical limitations remain major obstacles. Producing a five-minute animated VR film can cost hundreds of thousands or even millions of yuan, making it a costly endeavor. Additionally, the production cycle for VR films is often longer than that of traditional movies. For instance, the 56-minute VR film “Home in Lanruo Temple” took approximately ten months to complete. Beyond financial constraints, VR films face numerous other hurdles, including issues related to narrative structure, camera techniques, and hardware-software integration. Prolonged use of VR devices can also cause physical discomfort, limiting the length of most VR content to around 20 minutes. As the technology evolves and becomes more accessible, the potential for VR to revolutionize the film and television industry remains vast. It’s an exciting time for creators and audiences alike, as the boundaries between reality and virtual worlds continue to blur.

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