Innovative companies use virtual reality, 360-degree video, augmented reality and other immersive technologies to create interactive worlds that pull audiences into the story.
At the New York Hall of Science, children learn about sustainability in a whole new way. Forget the snooze-worthy films and the don’t-touch glass display cases of yesteryear.
Today’s tech-savvy youth can engage with a 38-foot high digital waterfall that flows through six connected habitats in a 2,300-square-foot interactive floor. Young visitors learn how their physical interaction with this shared source of water can impact the balance among the virtual habitats.
The Connected Worlds exhibit, a collaboration between the Hall of Science and interactive studioDesign I/O, is one example of how VR and immersive technology helps audiences absorb stories, themes, products and information through interactive learning.
Theodore Watson, co-founder of Design I/O, believes interaction, exploration and play are essential activities for people to understand the world around them.
“Interactive experiences have mostly been confined to small screens, which isolate people from their environments,” Watson said. “What we love about large-scale immersive installations is that they allow people to interact with design and technology in a completely different and much more natural way. People aren’t staring down at their phones; they are collectively engaging with a dynamic world, using their bodies to interact in a way that feels seamless and magical.”
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From responsive installations to advertisements using 360-degree video, these seamless experiences are changing the way audiences experience art. The stories get audiences interested in the content, but then they want to play.
Source: iQ Intel