In last summer’s issue, I looked at the development of new virtual and augmented reality programs on campuses throughout the United States, examining how they were funded and formed, what type of equipment they were using, which departments administered them and how they fostered cross-departmental collaboration, and what types of projects students were undertaking. I found that universities were using VR in a variety of ways unrelated to filmmaking, including advancing research in medicine, architecture and other fields. But the strongest programs that taught VR as a discipline were oriented toward gaming and narrative storytelling, in both fiction and nonfiction. […]
by Randy Astle on Jun 11, 2018