The article that I am reviewing is called “Audience Experiences of a Volumetric Reality Music Video” by Garreth Young, Neill O’Dwyer, Matthew Moynihan, and Aljosa Smolic. They describe how the landscape of audio and visual projects is rapidly changing and evolving. One of the ways in which this is changing is by shifting from traditional 2D viewership and going into a more immersive experience. With this change in how we are viewing not only music videos but seemingly all forms of audio and visual projects, the authors of this article are examining how audiences initially react to this new format. Something interesting to note about this article is that they made sure to gather negative reactions that audience members to compare results with the positive ones. One takeaway from this article is that VR is intended to enhance the user experiences with audio and visual projects, not replace it. Meaning that the focus should be placed on making the experience more enjoyable rather than focusing on being hyper-realistic.
This contributes to my project because this helps clarify the pros and cons of using VR technology with an audience and how not everyone might enjoy the experience. This also contributes to my project because it helps clarify some details that I was thinking about such as formatting the video in a way that could be enjoyable to most, if not all people.
I have worked on solidifying my project idea which is an AR/VR album and the steps needed to complete it.Young, G. W., O’Dwyer, N., Moynihan, M., & Smolic, A. (2022). Audience experiences of a volumetric virtual reality music video. 2022 IEEE Conference on Virtual Reality and 3D User Interfaces (VR). https://doi.org/10.1109/vr51125.2022.00099