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==Introduction==
==Introduction==
VR cinema (virtual reality cinema) is filmmaking adapted to the new media of virtual reality. It has the potential to be the next major innovation in filmmaking following the previous developments in sound, color, and 3D <ref name=”1”> Cuthbertson, A. (2016). Is virtual reality the future of film? Retrieved from europe.newsweek.com/virtual-reality-future-film-461829?rm=eu</ref>. Even though VR was expected to impact mainly videogames, the technology is intriguing and attracting filmmakers all over the world. VR cinema holds the promise of new and betters ways of experiencing stories, to immerse the user in a story by utilizing interactivity and non-linearity – that are new techniques to cinema -, and to increase the story’s emotional impact. The potential for greater immersion can be achieved by making the user believe to be present in the space the protagonist is in. VR headsets like the Oculus Rift or Google cardboard provide 360° panorama for the user to explore. To increase the story’s emotional impact, the user will be able to experience the journey of the protagonist, while also being able to change perspectives and putting himself in the shoes of another individual <ref name=”2”> Nellen, G. (2015). Lessons learned: a guide to cinema in virtual reality. Retrieved from hackastory.com/lessons-learned-a-guide-to-cinema-in-virtual-reality</ref> <ref name=”3”> VR Reporter. Will cinematic virtual reality disrupt film industry? Retrieved from virtualrealityreporter.com/virtual-reality-cinema</ref>.
VR cinema (virtual reality cinema) is filmmaking adapted to the new media of virtual reality. It has the potential to be the next major innovation in filmmaking following the previous developments in sound, color, and 3D <ref name=”1”> Cuthbertson, A. (2016). Is virtual reality the future of film? Retrieved from europe.newsweek.com/virtual-reality-future-film-461829?rm=eu</ref>. Even though VR was expected to impact mainly videogames, the technology is intriguing and attracting filmmakers all over the world. VR cinema holds the promise of new and betters ways of experiencing stories, to immerse the user in a story by utilizing interactivity and non-linearity – that are new techniques to cinema -, and to increase the story’s emotional impact. The potential for greater immersion can be achieved by making the user believe to be present in the space the protagonist is in. VR headsets like the Oculus Rift or Google cardboard provide 360° panorama for the user to explore. To increase the story’s emotional impact, the user will be able to experience the journey of the protagonist, while also being able to change perspectives and putting himself in the shoes of another individual <ref name=”2”> Nellen, G. (2015). Lessons learned: a guide to cinema in virtual reality. Retrieved from hackastory.com/lessons-learned-a-guide-to-cinema-in-virtual-reality</ref> <ref name=”3”> VR Reporter. Will cinematic virtual reality disrupt film industry? Retrieved from virtualrealityreporter.com/virtual-reality-cinema</ref>.


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==VR cinema experiences==
==VR cinema experiences==
 
*[[11:57]]
* 11:57
*[[Affected]]
* Affected
*[[Allumete]]
* Allumete
*[[Black Mass]]
* Black Mass
*[[Café Âme]]
* Café Âme
*[[Cockatoo Spritz]]
* Cockatoo Spritz
*[[Defrost]]
* Defrost
*[[Giant]]
* Giant
*[[Henry]]
* Henry
*[[Invasion!]]
* Invasion!
*[[Jakku Spy]]
* Jakku Spy
*[[Jesus VR – The Story of Christ]]
* Jesus VR – The Story of Christ
*[[Jetleg]]
* Jetleg
*[[Lost]]
* Lost
*[[Sankhara]]
* Sankhara
*[[The Mutiny]]
* The Mutiny
*[[The Turning Forest]]
* The Turning Forest
*[[The Visitor]]
* The Visitor


==References==
==References==
<reference />
<references />


[[Category:Terms]]
[[Category:Terms]]