2016 is a pivotal year for virtual reality (VR). While the preceding years have been focused on hardware development and learning what does and doesn’t work content wise, with the launch of head-mounted displays (HMDs) comes the need for support through more content. In an effort to accelerate VR content production, the Advanced Imaging Society (AIS) has announced the formation of The VR Society.

This new division will provide research, hands-on seminars, and best practice recommendations to help facilitate the creation of high quality VR content.

“For some time, our members and industry colleagues have indicated a need to prepare for and build virtual reality’s potential,” said AIS Chairman Mike DeValue. “As with any new content platform, we will need a collaborative and sustained industry-wide effort to meet the ‘premium experience’ expectations of consumers.”

The VR Society conducted a survey in April of 1,000 consumers, finding anticipation for VR is high. 72 percent of adults 18-29, 70 percent adults 30-44 and even 62 percent adults 45-60 reported they were “excited about experiencing VR.”

“Our consumer research shows a remarkable public awareness and excitement for VR content and products,” said AIS and VR Society president Jim Chabin. “As we move forward, those high expectations need to be met with large volumes of brilliant experiences based on intellectual property from studios, music companies and original content creators.”

“We have never seen a new medium with the potential and power to excite and delight consumers like VR,” said Roy Taylor, VP of Content Alliances for AMD and a member of VR Society’s Board of Governors. “By bringing the rapidly growing community of brilliant content creators together with our ‘VR technologists’ and our experienced consumer research specialists, we are confident that we can accelerate the success of this industry.”

“Virtual Reality gives us the means to bring our imaginations to life. It can allow people to ‘step in’ and have truly powerful and immersive experience,” said society board member Guy Primus CEO and co-founder of The Virtual Reality Company. “While we are opening up enormous new creative opportunities, there are quality standards, best practices and techniques that need to be addressed in order for people to have an exceptional VR experience. The VR Society’s central purpose is to help create, support and facilitate those standards throughout the creator community.”

The VR Society will be focused on sharing research, best practices and production quality standards related to VR content across entertainment, media and marketing. Companies that are part of the association include Walt Disney Studios Motion Pictures, Warner Bros, AMD, The Virtual Reality Company, DreamWorks Animation, Sony Entertainment, Sony Music, Deluxe, Nokia, Barco, Dolby, StereoD, Intel, Prime Focus World, Phillips, Canon Street, StreamTV, ONSIGHT Ltd, Starbreeze, Fraunhofer, Loot Interactive and others.

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