Hi all, Earlier this year I founded a small independent press called Hedera Felix. We have one publication at the moment, a bi-annual print magazine for weird and experimental fiction and art (Mycelia). The magazine has a digital sister publication called SisM, which is being prepared now. We had a wonderful VR literature work submitted to us for it, but I've run into problems working out how to make it viewable for my readers.
The VR literature piece is already viewable online at the artist's website, accessible as YouTube videos. So, you can explore the 3D videos as 3D models if you don't have a VR headset, although the experience is not very exciting. This is obviously not the best way to enjoy the work, but it seems to be the *only* way if don't have a headset. I bought Google Cardboard to test out viewing the works on my phone. But it doesn't work. I've tried Firefox, Chrome, Chrome Canary: when I use Cardboard, the pointer doesn't activate the hotspots on the 3D video. I am wondering how many of you use VR literature and if you do, can you offer me any insights as to how I am to expect my audience to experience the work if they do not have expensive VR headsets such as Oculus/Daydream etc? If Cardboard doesn't cut it, how can VR literature be disseminated? When I was discussing this project months ago, people were excited. They commented on how bizarre it is that in all these years of interactive digital technologies, digital literature remains primitive if not downright awkward and uninspiring. Surely there is something I've overlooked that can make the VR literature work on mobiles? Sorry for the general frustration expressed. In anticipation... *Simone Hutchinson* *Editor* SfEP: https://www.sfep.org.uk/directory/simone-hutchinson GEN: https://www.edit-glasgow.org.uk/member/simone-hutchinson/ LinkedIn: https://www.linkedin.com/in/simone-hutchinson/ Twitter: @dreamofmerle <http://www.twitter.com/dreamofmerle>
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