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Do you want to venture into virtual reality and augmented

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發表於 2024-3-7 12:45:59 | 顯示全部樓層 |閱讀模式
What interests them about your brand? Which experiences are particularly formative? Where would you like to take a look behind the scenes? Including your consumers in the Storyliving design is a building block of Storyliving. This way they become part of the brand story and can actively participate. The experiences of consumers can then be used as a storytelling basis, following the example of customer stories, and implemented in the form of Storyliving. How can I implement story living without VR? Although VR and AR are the preferred forms of implementation of Storyliving, you can still design the format differently, with a little creativity.


Classically text-based: Make the reader the protagonist and let him or her decide, similar to Special Data many children's book classics like “The Island of 1000 Dangers,” in which the reader controls the story. Videos without a 360-degree view, which are filmed from a first-person perspective. Similar to storydoing: campaigns such as the YSL BEAUTY EXPERIENCE , which take place offline and are used for further online marketing campaigns (keyword Phigital ). Women with virtual reality game Storyliving VR – interesting to watch even without VR glasses. How can I use VR?  reality and use them to implement your story living ideas? Then you will quickly be confronted with a challenge: the more storytelling perfection, the fewer people (currently) have access to the technology.




The VR shenanigans start with the basics, head tracking, which can now be used in simple 360-degree videos. To watch these videos, the consumer needs internet access and ideally VR glasses, although these are not necessary. 360-degree videos are supported by major platforms such as Vimeo, YouTube and Facebook. However, we only speak of “true VR” when additional technical gadgets are added that make it possible for interaction to increase, such as real-time rendering, control of movement and control of position. However, producing this content requires a lot of budget and very few consumers can access the content due to the lack of VR devices.

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