ElseVR, a Mixed Reality channel, is a disruptive idea in narrative nonfiction and journalism.
It brings extraordinary and urgent stories to Virtual Reality (VR), granting the audience an entry “into” the story. By shattering the barrier between the viewer and the subject, VR has the power to elicit enquiry and empathy. Published online as a quarterly, each story facilitates collaborations between formidable filmmakers, writers and designers to amplify the power of narrative.
The magazine is the non-fiction VR platform from Memesys Culture Lab.
Memesys Culture Lab
Memesys Culture Lab is a cinema and new media studio at the intersection of science, philosophy and culture. We aim to interpret and demystify current breakthroughs in our understanding of the self and the universe, by actively participating in cinema, literature, pedagogy, technology, art, scientific and philosophical research, and actions of significant social impact.
Filmmaker. Philosopher. Innovator.
Anand is a filmmaker and media producer deeply interested in philosophy, evolutionary psychology, innovation, design and magic, and occasionally dabbles in all of these. His last film, Ship of Theseus premiered at the TIFF in 2012, and received wide international acclaim. In November 2015, Anand founded the Memesys Culture Lab.
Editor in Chief
Khushboo recently co-directed the documentary film An Insignificant Man, which premiered at the Toronto Film Festival 2016. She also co-wrote Ship of Theseus. Her first short film Continuum was shown at various international film festivals.
Writer. Journalist. Educationist. Daydreamer.
Shubhangi has worked in the field of journalism, education, Human Rights and curation in the past. She joined Memesys Culture Lab after completing her first work of fiction. She has won two national Laadli awards for gender sensitive writing in the past, and was awarded the Charles Pick Fellowship for creative writing, in the University of East Anglia.
Story-teller. Media-tech innovator. Futurist.
Co-founder of Memesys Culture Lab, Zain has dramatically influenced the Virtual Reality ecosystem coming from the Indian subcontinent, having designed state-of-the-art workflows and immersive grammatical tools for Mixed Reality. His expertise in storytelling, technology, narrative design, and ludology allow him to bridge the gap between technology and effective storytelling.
Head of Design
Visual artist. Innovator. Entrepreneur. Lover of the ocean.
Shirin is the Co-Founder of Clap Global and a Creative Director at Memesys Culture Lab.
Previously, she worked as an advertising creative innovating in brand building, graphic design, installations, typography and performances. Shirin believes that creative work should either solve a problem, enlighten, change social perceptions or simply entertain.
Along the way, she has won numerous national and international awards for her work, including the Cannes Design Gold.
Shone Satheesh combines his interest in the written word with the ever-evolving vocabulary of visual culture to push the boundaries of story-telling. He has worked in the media industry for close to a decade, at places like The Indian Express and Tehelka, among others.
Get in touch with us at firstname.lastname@example.org
Head Office : Mumbai, India
Memesys Culture Lab, 30, Aaram Nagar 2, Versova, Mumbai 61.
Virtual Reality News
The future has arrived with a new age technology, Virtual Reality. With this new form of media storytellers have found more compelling ways to take their audience on a journey. Journalists are now able to develop multiple storylines using a single environment and create an experience that is closest to reality using virtual reality news.
For centuries now the sole mission of news broadcasters has been to convey as truthfully as possible an account of reality in ways that inform and engage the audiences. Through news on television, online articles and newspapers, journalists and audiences, over the years have developed a vocabulary to help fulfill their mission.
Virtual reality news however shatters these tried and tested conventions, creating a brand new playing field for the world of News and Journalism. The audience will hold the ability to choose different story paths as they freely explore the virtual space.
This new revelation in technology will let News broadcasters engage with their mission more actively and innovatively.
Virtual Reality holds the power to transform your surrounding entirely, it affects your senses in ways very different from reading or watching television does. VR will let journalists place their audience in the midst of the biggest achievements and failures taking place all around the world. For instance a man in Sweden will be able to better understand the state of a farmer in India through virtual reality news.
Storytellers can now design their story by letting the audience live in the story rather than be passive consumers. For instance, climate change continues to be an unfathomable problem to many of our politicians and citizens despite there being hard evidence to its existence. Research shows that Virtual Reality could help make these issues more tangible by placing their audience right in the midst of the problem.
Viewers of virtual reality news can actively participate in the story their watching by feeling one with the environment and empathizing with its protagonists in ways like never before. This changes the creation process in profound ways, emphasizing experiences over strict traditional narratives.