The Pathfinder of the Virtual World: VR Film Popularizes the Revolution of Music

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The Pathfinder of Virtual World: VR Film Popularize Music Revolution First from Baidu VR

Music is a factory of emotions—changing mood and revitalizing people's nostalgia. People's emotions can be easily controlled by music. The music here is far more than narrowly defined entertainment record industry: Many studies have shown that music has inspiring behavior and brings about change.

For example, retailers can use music to push up prices, and casinos often use background music to motivate gamblers. The use of this type of music is crucial in the creation of virtual reality (VR) and augmented reality (AR) - not just as a simple emotion-rendering tool, but as a director to guide the audience in a panoramic environment. focus.

The correct use of music is the key to the popularization of VR content, but until now, music has only served as a backdrop for emotions in most cases. All this starts with changing the concept of music.

VR music paradigm shift

Historically, the use of soundtracks has been limited to in-screen music (for example, piano players in bars) or off-screen music (for example, a complete classical orchestra played along with love scenes). However, VR movies blur the boundaries between in-screen and off-screen music. In the VR game Kismet, the elegant melody of the gypsy violin in the gramophone overflows the room, but when the player continues to march, the background sound is quietly replaced by an orchestra. All this for players immersed in the VR world is like music "automatically circulating in the mind" and connecting different scenes to each other only through familiar mnemonics.

The use of music in VR movies necessarily requires some innovative changes: the audience is no longer a passive observer, but a participant in the story, even the protagonist. This is a revolutionary change in the narrative style since the advent of video games. In VR, players can influence the direction of the story and freely determine their own concerns. The latter brings with it the challenge of how to guide attention. At this time, the power of music is extremely important: by inducing attention, it has an impact on audience behavior.

Insufficient concept, technology first

The concept of traditional music use is the biggest obstacle to change. Technology is not the bottleneck. The latter is improving every day, enabling producers to truly use music to guide the audience. The game audio engine headed by Wwise developed by Audiokinetic is leading the music revolution in the VR world. Endless new technologies are constantly pushing the boundaries of spatial sound effects in order to achieve the most realistic life experience.

With the maturity of the VR film industry and the resolution of the audience's concerns, the trigger mechanism of music and sound in VR will be closer to the game music. The technology used to achieve this not only needs to complement the user's interaction speed, but also ensures that the music itself seamlessly connects: so that we can not focus on the music itself, music can naturally become a natural component of the VR experience section.

The VR horror experience of VRWERX's "Paranormal Activity" is based on the above principles: Users are able to experience their own rhythm, and sound and music are only available at certain moments. Triggered to add story suspense. Here, music really plays a "guidance" role in guiding user behavior. The horror film viewing experience also allows us to know what the specific sound effects mean: a sudden humming in front of a dark corridor, a melodious music box playing a simple melody, a low and ominous sound effect, and in the traditional horror film, the audience The scaring was a result of the director's good arrangement; however, in VR, the author found himself driving the entire story through a variety of sound effects. This is VR: Music needs to complete the role of a master teacher who has always been concerned by directors and writers.

VR Music's Little Chopper

Early VR movies - such as Chris Milk's "Clouds Over Sidra" - changed the nature of traditional narratives by placing the audience in refugee camps. In a series of panoramic scenes, different scenes are cascaded through narration and piano tracks.

The audience will inevitably enter various scenes to view and go into Sidra’s life as a 12-year-old Syrian refugee girl and her friends. Various types of sound guide your attention and guide you through the story. Music is like an emotional footnote in your brain, orchestrating your emotions, and connecting all these scenes into a complete set of emotional arcs.

In this short film, the role of music is to focus the audience's attention on the interaction between children in the scene, the faces of refugees and their lives. What the audience "sees" is what the director wants to show, which is the emotional tendency that the music leads. Music is like a soft emotional baton in a panoramic environment, gently guiding you through the story along the track envisioned by the creator.

Work together to integrate music into VR

The concept of traditional music use is one of the biggest constraints in the development of VR movies. We need to work together to equal the importance of music and VR narrative.

Dynamic music is the best choice for current VR narratives. The creators no longer see music as an emotional magnifier, but increasingly regard it as the guide for the audience: reshaping the audience's perception of each experience, guiding their gaze to the envisaged story arc, and putting them Placed in a well-arranged scene, the story is presented to the audience in a personal experience.

Through the collaboration of the director and interactive music composers, we can unveil the mystery of interactive music and make music a silent narration that connects the virtual world with narrative.

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