VR Observer was fortunate to sit down with Kim Cooper, CEO of Spatialand. Spatialand is a revolutionary VR platform and toolset for enterprise, brands and consumers to create immersive content destinations.
VRO: Tell us a little about yourself, what is your background and what brought you to Virtual Reality (VR)?
KC: A former intern of mine introduced me to VR about 4 years ago, and I immediately fell in love with something I couldn’t really see at first. I come from a design and VFX background, and I have always had the passion to create, to push boundaries and work with emerging technologies in this industry. At Prologue, a title sequence and VFX company that I founded with my partner Kyle in 2003, we created Tony Stark’s interface for Iron Man. This project inspired me to translate the work we created for Iron Man into VR. It was my vision to create an interface for users to interact with, communicate and design in – just like Tony Stark does with Jarvis. This is how the idea of Spatialand was born. Spatialand is a content creation toolset platform that allows us to design, experience and share content in virtual and augmented reality.
VRO: How would you explain what VR is to someone who has never heard of VR?
KC: It is a combination of a lot of different technologies including interactive design, motion design, VFX, game design, and theater – all into one space.
VRO: What has been your single greatest challenge in working in Virtual Reality?
KC: The greatest challenge and yet most rewarding experience of working in VR is that it is a constant process of solving problems that have never been solved before. Everyday my team and I learn, try something new, fail, try again and make it happen. The user experience is the hardest part in VR because it is different than creating for TV, film or for a computer screen.
VRO: Tell us how you addressed it, and what you learned as a result.
KC: It is just a lot of R&D every day. A lot of testing, failing and trying different things every way we can because we cannot take solutions we normally use in interactive design or film design.
VRO: What is the most surprising thing you have learned observing people interacting with VR? Lessons learned?
KC: To me, the most surprising thing is how you can learn information differently in VR than you do by reading it or getting information from a person. I feel VR creates experiences that teach people information and as a result creates a memory.
VRO: What impact will VR have on storytelling and how we consume media? What excites you most about this? Is there a downside?
KC: VR creates experiences; therefore` users are a part of the storytelling process which will give the viewers a different way to experience and participate in the story. In VR, you can consume more information than you do from a flat screen.
VR is like the Wild West right now, no set rules or boundaries. That is exactly what excites me about VR – that it is the Wild Wild West. We are making the rules and figuring out what is possible. The downside is to continue to find solutions that work in VR and to stay in business at the same time.
VRO: How would you define success for Spatialand? What is the ultimate goal?
KC: The ultimate goal is that Spatialand creates a universe of destinations by brands, enterprises, and consumers that are built by Spatialand’s tools and platform.