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Chris Milk Quotes

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Virtual reality started for me in sort of an unusual place. It was the 1970s. I got into the field very young: I was seven years old. And the tool that I used to access virtual reality was the Evel...

I didn't want to be a storyteller when I grew up; I wanted to be stuntman.

Film is this incredible medium that allows us to feel empathy for people that are very different than us and worlds completely foreign from our own.

It connects humans to other humans in a profound way that I've never seen before in any other form of media. And it can change people's perception of each other. And that's how I think virtual reality has the potential...

We build camera rigs tailored specifically to the story we're trying to tell or the shot we're trying to capture.

For a long time, I believed that a great piece of music on its own could do more to stir the soul than any other single art form.

In virtual reality, we're placing the viewer inside a moment or a story... made possible by sound and visual technology that's actually tricking the brain into believing it's somewhere else.

Virtual reality is the 'ultimate empathy machine.' These experiences are more than documentaries. They're opportunities to walk a mile in someone else's shoes.

I want to figure out what comes after cinema as the gold standard for storytelling.

I was born into a world in which the most compelling stories are through film. But that wasn't always the case. Everything changes; everything evolves.

If you've never mixed paint, you aren't going to be able to paint properly.

All these experiments I've done over the years with technology have been asking whether I can tell stories that affect humans in a deeper way than I could without the technology.

I prefer making stuff to talking about how I made the stuff.

Every digital video player - RealPlayer, Windows Media Player, Vevo, Hulu, YouTube - all of them had different ways of getting you the video, but it was still always the same series of rectangles. The format never changed.

There's three things that you need for virtual reality to work. You need the hardware that's affordable and doesn't make people sick, you need an audience that is willing to pay for it, and you need the content.

Video games as a storytelling medium are, from a mathematical standpoint, a branching narrative. You start at one place, you can go in multiple different directions, and there's a multitude of different endings.

With virtual reality, I'm not interested in the novelty factor. I'm interested in the foundations for a medium that could be more powerful than cinema, than theatre, than literature, than any other medium we've had before to connect one human...

So much of journalism is conveying a place and time that existed, to someone at a later date: giving a person the context and trying to make them feel as informed as if they were actually there.

Virtual reality is already affecting people on an emotional level much more than any other media, and it has the potential to scale: all you need is an attachment for your cellphone, and you can have this experience.

In virtual reality, it's more about capturing and creating worlds that people are inhabiting. You really are a creator in the way the audience lives within the world that you are building.

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