Manifesto.

 

10

 

keywords for Virtuality Reality.

We have always admired the 10 principles of good design by Dieter Rams and we have modestly tried to write our owns. So, we have listed here 8 values r beliefs about creating virtual reality experiences in Realtime 3D. This is the result of a year and a half of concrete projects realized for brands or artists and presented at Art fairs or events to more than 5000 people. Always unique opportunities to share with users, to collect their impressions, their desires and their dreams.

 
 
 
 
 

01.

Wonder.

Light the spark of childhood.


By growing up, the capacity for wonder diminishes in this hyperconnected world where more content has been created over the last decade than the last 8000 years. It is now very difficult to surprise. We have tested our experiences on more than 5000 people (ages 12 to 90) at public and private events. By removing the helmet, most of these people told us they were amazed. Like children.

 

 
 
 

02.

Space-Time.

Shape Herbert Georges Wells’ dream.


The dream of men has always been to travel in space and time. Thanks to virtual reality and 3D modeling, it is now possible to propose the discovery of any real or imaginary place in a present, past or future temporality. We can rebuild the hanging gardens of Babylon or imagine Paris in 200 years

 

 
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03.

Powers.

Take the power back.


Internet has given users the power to interact with content, engage a real-time dialogue with brands that was impossible 20 years ago. This power is however limited to actions more and more simple: like, share, comment (emojis), buy. In virtual reality, we give the user powers close to superheroes: control time, modify space, offer unique point of views (switch scale from ant to God), grab and play with the elements of the scene.

 

 
 
 
 

04.

Memories.

Social creates oblivion, VR Memories.


People use their smartphone on average 50 times a day and the time spent on an information is around 5 seconds. This crazy zapping does not promote the memorization of consumed content. Scientific studies have shown that experiences in virtual reality create deeper memories than reality. Moreover, the average time spent in a VR product is about 5 minutes, which, in a modern digital dialogue is a real advantage for brands.

 

 
 
 
 
 

05.

Hero.

First person storytelling. 


In Virtual Reality, the user is in a central position in the experiment. Unlike all other media the distance between the content and the person no longer exists. Each story must be written at the first person, which transforms the viewer into an actor of the media. The storytellers will have to invent a new type of writing where identification with a character is transformed into a personal incarnation in the story with all the actions associated with this new role, become a hero.

 

 
 
 

VR killed my grandmother.

 
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06.

Brands.

Videos games meet brand experiences.


The largest media market in the world is video games. The most creative and interactive too. Brands have difficulties to understand deeply millennials, their desires and their dreams. Marketing studies show that they expect more experience, more immersion than information on products. We believe that virtual reality is the media at the intersection of video games, experience, storytelling and products showroom. To reach these millennials brands will have to create digital experiences in phase with the Y generation codes and offer them the space of expression and creation that they expect.

 

 
 
 
 

07.

Learn.

Learning is the best user experience.


We believe that Virtual Reality is the elearning tool of the 21st century. Serious games initiated in the early 2000s have not found a real place in digital training. The Savoir-Faire videos of luxury brands on social networks have been overexploited. Now is the time to create experiences where the user learns while having fun, the principles of gamification being inherent to the media. As these experiences reflect video game usage codes, it will be easier to hit the Millennials target and make them your ambassadors.

 
 
 

08.

Realtime.

The death of videos.

The concept of Realtime is omnipresent in the digital world, with instant messaging, chatbots and all the live tools of social networks. In Virtual Reality, the only Realtime content is video games. Most of other contents are 360° videos where the user is just a spectator. That's why all our real-time 3D experiments are done with Unreal software. Moreover, from this technology it is possible to generate as many videos, visuals, loops for social networks in a record time from the same source.

 

 
 
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09.

Co-creation.

From consumer to creator.

This trend of the relationship between a customer and a brand (from consumer to actor) has been hot five years ago and slowed down a little bit from marketing strategies with the rise of social networks. Sneakers brands like Adidas or Nike have revived customization on their ecommerce websites to feed the appetite of millennials to own a unique product. The highest level of customization being co-creation, Virtual Reality is the perfect tool to awaken users’ creativity. Brands will have to think about the space that they will be able to offer them for self-expression and creativity. A new dialogue.

 
 
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10.

Live.

Enhance your events.
 

It will take another two or three years before B2C has access to virtual reality (probably with the advent of 5G where 3D calculations can be done in the cloud). The current market is mainly events, whether public or private. Most of our experiences have been presented in this context with an exceptional satisfaction rate. It is also very important to design the before and after. Accompany the user before the experience and after collect the impressions as the VR greatly induces a real and strong dialogue.

 
 

Contact.

 

If you want more information about this project, download the experience or get the press kit, feel free to contact us.