For the next in our series of exclusive interviews, ARKAMYS is excited to share the valuable insights of VR’s thought-leader Louis Cacciuttolo.
ARKAMYS: Tell us about your involvement in the VR industry.
Louis Cacciuttolo: I am the CEO of VRrOOM, but I have always been a dreamer. Since I was a child, I have been fascinated by both fairy tales and sci-fi.
My last job before I founded VRrOOm was at THX and I was partly based in San Francisco, which is a hotbed for VR. I saw a VR tsunami coming – it was irresistible, so many things were happening in that space at the time, and I decided to join this wave – it seemed to me it was then or never, and I wanted to be part of this revolution. VR is happening now, this is not virtual at all.
ARKAMYS: What makes for an excellent virtual reality experience?
LC: VR is not about realism. A great VR experience must be able to transport us to any dimension, and make us believe it’s true no matter how realistic it is. It must be delivered seamlessly to be believable, enjoyable, and memorable.
ARKAMYS: Why is audio so important for truly immersive VR?
LC: Because audio is so important in real life. All our senses should be addressed the way they are in our everyday lives. Sound is of particular importance because the human sight is limited to what our eyes are looking at, while our ears – when they work well – always tell us what’s going on all around us. Sound is one of the most important elements of storytelling in Virtual Reality.
VR experiences not only should include spatialized sound, but actually they must include it, and developers should think of their work and the virtual environment like musicians, sound artists, or choreographers do: the creation has to be conceptualized and executed in three dimensions.
A visual experience delivered in 360 must be accompanied by matching 360 sound. Otherwise it’s just pointless, or even very disturbing.
ARKAMYS: What do you think is next for VR, AR, and 360 audio?
LC: Ideally, get rid of wires, replace helmets and headsets and earphones with lenses or chips inside our eyes, and augment our ears with bionic devices allowing us to hear what we want, when we want, by adjusting the volume and the level of immersion and spatialization as we wish.
Furthermore, what’s next will definitely be about perfecting solutions for our other senses: touch, taste and smell, because if VR wants to reach the level of reality it is aiming for, all five senses should be involved.
ARKAMYS: If you’ve experienced the ARKAMYS VR 360 Audio Suite demo, either at CES 2017 or elsewhere, what did you find most enjoyable? If not, what have you heard about either the demo or ARKAMYS in general?
LC: Unfortunately, I haven’t yet experienced the VR 360 Audio Suite demo, but I heard that ARKAMYS has ‘space-age’ solutions for sound and paves the way to the future of audio. I can’t wait to test it, and I believe that as VR/AR become a solid industry, sound – and ARKAMYS – will play an even greater role in that space.
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