Innotekverse Vorphy is a virtual reality (VR) consultancy firm that provides enterprise-grade immersive simulation technology to many clients.
The company’s technology allows enterprises to use VR solutions for large-scale meetings, events, and conferences with the power to host 1000s of people via its remote meeting solution.
The platform provides businesses with tools to create bespoke virtual meeting environments, assisting firms in starting Metaverse operations. Innotekverse Vorphy helps in the creation process by providing logistics, enterprise on boarding, and hands-on support, provided exclusive insights into the company’s operations and discussed the emerging role of VR consultancy firms.
XR Today: Why are organizations and companies consulting architects to build their Metaverse spaces?
The fundamentals of virtual spaces are similar to real-life venues, and so is the design process. Our team collaborates with experienced architects when conceptualising new environments.
We aim to create spaces that—like theatres or arenas—feel thrilling to inhabit, comfortable, navigable, and memorable.
In the same way, you wouldn't feel a desire to return to a harshly lit office or cramped lecture hall. Virtual spaces need to weigh out architectural considerations we'd account for in real life, like human behaviour, space density, etc.
It also means attention to detail. We experience the virtual environment up close and visitors to the VR space will notice the building materials vividly. Users will still feel the details if they don't specifically note down the choices.
It is essential to consider even the smallest design decisions, from light temperature, wood grain, tiled surfaces and window views.
We wanted to position our spaces in environments worthy of the destination, from Manhattan to the Mediterranean coast, all without having to worry about the limitations of real estate.
This spatially grounded approach to real-world fundamentals while leveraging VR's ability to transcend strict physical limitations is a philosophy our team calls 'rare but real'. '.
Establishing basic familiarity and adhering to traditional design principles makes the VR space accessible even to those who have never stepped into the Metaverse. From there, we can build on the complexity and fantasy elements of the experience.
Can you give us a brief overview of some architectural requirements from previous projects?
The general comments we hear - and a standard that we hold fast to - is to make sure we create a space that feels upscale. We avoid cheap materials (like light strips and plastic finishes) or decor that can be too theatrical (like a medieval torch) in favor of thoughtful, upscale design.
Regarding specific architectural requirements, when designing a theater, for example, where the audience is concentrated on a stage or screen, we had to make some adjustments to accommodate the technology. .
VR avatars tend to distract the human eye more than real people, so the audience needs a wide and distinct view from the seats to the stage. The audience's center of attention must also be larger and more prominent than in real life.
Can you explain why the user experience is equivalent to a successful metaverse space launch?
User experience is key when introducing a new metaverse space. For many of our visitors, this will be their first time using VR, so it's essential to us that they feel supported every step of the way.
We aim to provide consistency, inclusion and emotional connection to all of our clients. We provide a space where people can have meaningful conversations with colleagues or friends.
When you enter a virtual space, you build a first impression, just like you would in real life, by observing and noting the overall aesthetic, comfort, and spectacle.
If you walk into a virtual space with other people, one of the first motivators you'll notice is comfort; users need more personal space than in real life.
Personal space preferences vary across cultures, but we've found that most people need about 50% more space in a VR environment.
Currently, a room that can accommodate 150 people in real life usually only feels comfortable for about 100 people in the metaverse. Comfort is essential to a successful space, aesthetics aside. People will not want to stay or come back if they feel uncomfortable.
Sound design is a key interactive feature to make our spaces as engaging and immersive as possible. For example, spatial audio magnifies the proximity of another avatar in a virtual location, while environmental audio, narration, and commentary all add tangibles.
VR has the advantage of infinite adaptability. We customize these spaces with a range of interactive features, from presentation rooms where employees can share 3D PowerPoint presentations to interactive whiteboards.
How do you use storytelling in your immersive worlds to increase engagement between brands and clients?
Storytelling is an important and powerful part of a successful virtual reality experience. We believe that every VR event tells a story with a beginning, middle, and end, just like a real-life event or performance.
Considerations like music, settings, themes, and storytelling make the experience as rich, engaging, and emotional as possible.
It helps provide clues based on elements of the writer, with a clear, emotional story rhythm and classic three-act structure.
For example, at the start of every event it's time to stage and showcase:
Greet your guests with original information, inspiration, and entertainment.
The second act will culminate with a speech or event, and the third act is equally important. At the end of the main event, make sure your guests are led by your hand until the very last moment, creating opportunities for small group conversations or providing instructions on how to leave the space. transparently virtual.
Overall, this approach allows participants to immerse themselves in the experience and avoid confusion.
When they leave, we want them to feel - like the experience of seeing a great performance in real life - refreshed, inspired, entertained and ready to come back.
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