Introduction
32-year-old Mia Tramz caused turmoil today with her appearance in The North Western University in Qatar as the auditorium was fully packed to listen to her as she addressed storytelling in AR and VR in media.
Storytelling in VR and AR media
Storytelling has existed since the very beginning of human experience building its path through multiple forms from art, cinema, oral traditions, text and multimedia forms made use of on the web (Nakagawa, 2017). According to Mia the world is shifting and making a transition into immersive technologies hence begging the question of how the augmented and virtual reality will affect storytelling?
During her speech, Mia Tramz stated that the world of technology is changing at a fast rate and advised the audience to follow their passion and advised them that persistent is the only key to opening up doors of opportunity. She explained that VR and AR had been around for more than 30 years and 20 years respectively and both have been used in major sectors including the field of medicine, Training astronauts, and the military making it a considerable education and application tool (Nakagawa, 2017). According to Mia VR began being applied in journalism in 2012 by Nani earning herself the title godmother of reality.
She explains VR to be technology that immerses viewers into an entirely artificial digital environment hence regarding it as 360 video VR. 360 video and 360 video VR according to Mia are vastly used currently within the industry. Some of the important sectors making use of 360 BR+ video include news and journalism, for example, the New York Times and Frontline, wire services, Media organizations as well as education websites including Google expeditions (Nakagawa, 2017). She went further to state that VR plays a significant role in creating and doing projects.
VR enables one to create a sense of wonder, create a scary environment and if need be hilarious which are some of the possible application for the technology. Some of the primary levels of immersion into VR according to Mia include Facebook, YouTube, and video which make use of 360 videos, cardboard, Samsung gear, and Google daydream which make use of mobile VR, Htc vive, oculus rift and windows MR which utilize pc based headsets and Oculus go which makes use of standalone (Nakagawa, 2017). AR, on the other hand, has not been used intensively compared to VR but has been around for years. New York Times according to Mia is doing an excellent job with AR by embedding it into their applications that are famous for storytelling.
Conclusion
In conclusion, she encouraged the students to ensure that whether they are involved with the technology or not, it's advisable for them to ensure that they are informed on their functions in that one way or the other they will become part of their life. Skills learned through the technology according to Mia are not only essential in marketing but can also be applied in real life. Being aware of their functions is vital to managing people who make use of them enabling one to stay informed on what takes place around them allowing them to communicate effectively. She also encouraged them to take coding classes which would contribute a great deal to their management skills.
References
Nakagawa, T. (2017). Examining the ethical implications of virtual reality in journalism (Doctoral dissertation, University of Missouri--Columbia).
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