For those of you who had "KPop VR In A Theater" on your Friday Bingo Card, indulge me in geeking out a bit:
I recently tried out a VR concert in a movie theater. Blending my love of emerging tech with my kid’s passion for K-pop, this was a unique way for us to explore our respective interests.
Initially, I expected a standard 180-degree video, but the interactive hand-tracking element, though subtle, added an engaging twist that made it feel more like an active experience. Watching my hand turn into diamonds was a fun touch! At the start, the audience chooses a "lead character" from the band, offering some light interactivity before diving into immersive music videos. The video quality was remarkably clear, comparable to Apple Vision Pro, even on a Quest 3 headset. The environments varied in quality; abstract settings worked well, avoiding the “uncanny valley,” while more realistic scenes, like urban alleys, felt a bit off. The game-engine look fit the pop aesthetic, even if some environments felt like a video game.
In this 180-degree format, camera cuts could disrupt immersion, but the creators wisely used slow, smooth movements to maintain a dynamic feel without causing motion sickness. However, there were moments when band members got uncomfortably close to the camera, which felt awkward, especially when the camera angles placed their faces too near my crotch!
As a game developer, I’m particular about frame rates, and this experience ran smoothly at 60 fps, giving it a heightened sense of realism. However, fast dance moves caused slight stuttering, breaking the immersion. I’d love to see if the Apple Vision Pro version might improve on this, if the footage was shot at a higher frame rate.
One of the best aspects was the theater's sound system, which enhanced the communal experience more comfortably than headphones. Even though we couldn’t see other audience members, the shared audio gave a sense of presence. However, they missed an opportunity to use the theater’s sound system more creatively. For instance, during audience prompts from the band, the silence in an empty theater was noticeable. Using directional audio to simulate a concert crowd could have amplified the immersive experience.
The program lasted about 50 minutes, longer than I expected. By the end, the Quest 3 felt heavy, and the shifting sanitary liner required frequent adjustments. A lighter headset, like Bigscreen VR, would’ve been more comfortable.
At $35 per ticket, this VR concert clearly targets fans and tech enthusiasts. While not for everyone, it was worth experiencing, particularly for the integration of VR with theater technology. However, the inability to enjoy popcorn during the show was a minor letdown!
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