Cinematic virtual reality

[2] When storytellers began working in cine-VR, they applied many of the same cinematic narrative rules, but the technology demonstrated that VR can offer different possibilities that go beyond "traditional" cinema which will require new techniques and practices.

[3] Harrison Weber, journalist of Venturebeat, described cine-VR like this: "It's a lot like film, only it puts the audience inside your story.

[12] Cine-VR provides a more photorealistic user experience than traditional virtual reality, but current technology does not allow the audience to move around in video.

[3] Since experiencing a story using 3 DOF is quite different from watching a traditional film, television show or stage play, storytellers have recognized a need to develop a new creative language for cine-VR.

It was invented in the 1970s but was never commercially adopted until the development of the virtual reality industry (including cine-VR) which requires 360° audio to match with the 360° images.

[16] Audio designer Simon Goodwin describes ambisonics, as "a generalized way of representing a soundfield—the distribution of sounds from all directions around a listener.

Properly implemented, Ambisonic audio allows users to move their heads and bodies around in the soundfield just as they might turn to look for the source of a sound in real life.

Attention guidance using ambisonics improves the general viewing experience, since viewers will be less afraid to miss something when watching a cine-VR story.

[14]  A level of aural realism is achievable by combining ambisonic recordings of environments with dialogue captured through a traditional microphone (usually a lavalier) along with added sound effects generated through foley work.

Ambisonic audio, in combination with traditional microphones and sound effects, plays an important in creating a sense of immersion for the user experience.

[3] According to John Bowditch, director of Ohio University's GRID Lab, "The VR industry is trending towards wireless HMDs due to consumer demand and ease of use; however, the overall quality does not currently match the performance of headsets wired to a PC.

Most wireless headsets can be initially configured with a smartphone and then run independently by downloading or streaming content through a Wi-Fi connection.