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The Future Of Virtual Reality | Dr Sarah Jones | Modern Wisdom Podcast 110

Dr Sarah Jones is an immersive storyteller using AR, VR and 360. For the last 50 years or so, storytelling hasn't massively changed its form, but with the advent of increasingly portable devices, the platforms we use are all changing. How will Virtual Reality enable us to tell stories in a new way? Should we be worried about the control that these technologies could have over us? Are sci-fi predictions about holographic humans realistic? - Extra Stuff: Follow Dr Jones on Twitter - https://twitter.com/VirtualSarahJ Check out everything I recommend from books to products and help support the podcast at no extra cost to you by shopping through this link - https://www.amazon.co.uk/shop/modernwisdom - Listen to all episodes online. Search "Modern Wisdom" on any Podcast App or click here: iTunes: https://apple.co/2MNqIgw Spotify: https://spoti.fi/2LSimPn Stitcher: https://www.stitcher.com/podcast/modern-wisdom - Get in touch in the comments below or head to... Instagram: https://www.instagram.com/chriswillx Twitter: https://www.twitter.com/chriswillx Email: modernwisdompodcast@gmail.com

Chris WilliamsonhostDr Sarah Jonesguest
Oct 9, 20191h 3mWatch on YouTube ↗

At a glance

WHAT IT’S REALLY ABOUT

Immersive Storyliving, Not Storytelling: How VR Will Transform Experience Itself

  1. Dr. Sarah Jones, the first PhD in immersive storytelling, discusses how virtual and augmented reality shift narratives from 'storytelling' to 'storyliving' by placing users inside experiences rather than in front of screens. She explains why simply porting old formats into new tech (like 360 versions of TV news) fails, and argues creators must design from the experiential perspective first. The conversation covers current hardware (Oculus Quest, Vive, HoloLens), social and location-based VR experiences, and emerging use cases such as empathy-building, journalism, theater and education. They also explore ethical concerns around manipulation, harassment, privacy, and regulation as immersive tech becomes more persuasive and ubiquitous.

IDEAS WORTH REMEMBERING

5 ideas

Design VR from the experience outward, not the story backward.

Jones argues creators must begin by asking, “What experience do I want someone to have in this place?” rather than forcing traditional start–middle–end narratives onto spherical cameras and interactive environments.

Don’t just port old formats into new platforms.

She criticizes early VR attempts like 360 news reports that copied TV-style reporting, missing the chance to rethink framing, audience perspective, and presence when the viewer is placed on the scene.

VR removes the frame and hands control to the audience.

In immersive environments there is no fixed frame; different viewers can focus on different elements, experience the piece in divergent ways, and even resist creator cues—demanding a mindset shift for control-oriented directors.

Location-based and social VR currently offer the most compelling uses.

Experiences like The VOID or ‘War of the Worlds’ in London combine headsets with actors, sets, haptics, scent, heat, and group dynamics, creating richer, theater-like events than typical at-home headset use.

Augmented reality is likely to scale faster than home VR.

Because AR can run on phones and future glasses or lenses, Jones expects everyday uses like education, shared yet personalized screens, and holographic overlays to outpace mass adoption of intrusive, heavy headsets.

WORDS WORTH SAVING

5 quotes

I usually say it's immersive story living… you live it in whatever way you want, therefore it's story living.

Dr. Sarah Jones

What can I do that I can only do because of this technology?

Dr. Sarah Jones

There is no frame. I can make something and have 10 different people watch it in 10 completely different ways.

Dr. Sarah Jones

We owe it to the tech to make it great and to break it and find new ways of using it.

Dr. Sarah Jones

It comes down to that question of how real is the virtual, really? And if we can’t decipher what’s real and what’s not, that can be just as bad.

Dr. Sarah Jones

The concept of immersive storytelling and 'storyliving' in VR/ARDifferences between flat-screen media and fully immersive experiencesCurrent state of VR hardware, resolution, and content creation challengesLocation-based and social VR: group experiences, theater, and eventsAugmented reality, holograms, and future everyday applicationsEthical issues: empathy, persuasion, brain-hacking, and regulationHarassment, privacy, and social norms in immersive virtual environments

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