An indigenous mine site worker is transported to the spirit world, where he meets the spirits and custodians of the land and learns about how they are connected to humankind, even as their sacred sites are under threat by the modern human world.
Title: Thalu: Dreamtime is Now (World Premiere)
Director: Tyson Mowarin
Format: Interactive, Roomscale
Genre/Niche: Native Aboriginal Peoples
Running Time: 18m
In 2018, Frame VR in association with Weerianna Street Media, Screen Australia and Screen West premiere Thalu: Dreamtime Is Now, a real time Virtual Reality Indigenous Dreaming experience based on an original story crafted by proud Ngarluma man, Tyson Mowarin, an award-winning Indigenous artist who is also the project’s writer and director. Thalu (which means “totem” in the Ngarluma language) will transport you into the spirit world, where you will meet your guide, Jirri Jirri, who will show you the spirits and custodians of the land, including the faunal and floral spirits of Ngarluma country.
You will learn about these spirits and environments and how they connect to humankind. Connecting the past, present, and future By using cutting-edge virtual reality technology to create a deeply immersive and interactive experience, Thalu will allow audiences worldwide to see the Dreaming of the Ngarluma people of North Western Australia, and share the special connection that the Ngarluma people have to their country. Thalu also demonstrates that VR is an effective digital extension tool that can be harnessed to preserve and celebrate Indigenous culture and stories.
FIVARS presented by VRTO 2015 – In review
The inaugural Festival of International Virtual and Augmented Reality Stories in Toronto took place between Friday September 18th and Monday September 21st, 2015.
The focus of this event was the examination of new narrative possibilities with the emergent media platform of virtual and augmented reality. Through panel discussions and a carefully selected catalog of exhibits – each representing a different possible presentational framework – FIVARS squeezed the discourse on new potentialities for storytelling, attempting important distinctions between games, ambient installations and actually narrative projects.
DorkShelf magazine said “FIVARS at least offers a glimpse at the artistic potential of an entirely new medium,” and Culturetrip said “Here are some experiences that will turn VR skeptics into fanatics.”
VRTO and the FIVARS crew provided:
We had a diverse selection – ranging from cinematic to CG, relaxation to horror, documentaries and educational experiences – to startle us awake into alternate, visceral experiential possibilities. All in attendance had a great chance to view a minimum of 30 minutes of VR experiences and many returned for seconds and thirds.
The ballot voting system:
Ballot results for all submissions was a score of 3 or higher, with many of them being over 4 out of 5. This was a strong indicator we got the right content, and that people enjoyed watching the way it was presented at FIVARS.
This VR experience from VR Immersive Education, located in Ireland, was over 19 minutes long, and we believe it shall have a great future in education at schools, museums, and other locations.
The People’s Choice award for video experiences, as shown on the Samsung Gear VR, went to Sonar, a rendered 360 stereoscopic video that nonetheless feels highly immersive.
In this piece, Filmakademie Baden-Wuerttemberg GmbH used a combination of 360 3D CGI and atmospheric audio to create a dread-inducing approach wherein the unknown turns out to be far worse than you imagined. Utilizing the sense of scale and personal space that virtual reality uniquely affords as a medium, Sonar arrived to us Germany, and it is just over 6 minutes long.
Next year, we expect a much larger audience as awareness of VR and AR grows. According to https://gamingbuff.com, in the coming years, there will be many more stations, including a greater diversity of hardware and a variety of AR experiences as well. We will make sure to
Transfer Electric communications when we send out the call for submissions – roughly halfway throughout the year – we look forward to seeing your entries. Based on what we have seen so far, we expect many of your teams & companies will have new submissions for next year’s festival, as well as many more new companies and countries in attendance. (more…)