The 360 White House tour was posted after President Obama’s farewell address to the nation and represents one of the first instances of his, or the first lady’s, personalities being used in material outside of his last official remarks in office.
“Michelle and I always joke, we’re just renters here”, says President Obama in the film, “The owners are the American people and all those invested in creating this fantastic place with so much history”.
In just about eight minutes we see some of the more-renowned portions of the White House, including the Oval Office and Situation Room. This second piece will last about 20 minutes and give viewers virtual access to about twice as many rooms within the White House. The experience will be available for streaming on Facebook as well as Oculus Video for the Rift and Gear VR.
The above video was created through a joint effort between Oculus and Felix and Paul. “That as many people as possible could come in and appreciate the place” where past presidents like Abraham Lincoln, Franklin Roosevelt or Ronald Reagan made the decisions that helped to shape America.
“It’s the idea of the President moving you forward through his recollection”, said Felix & Paul Chief Content Officer Ryan Horrigan.
The full version will also feel more real, and have more depth, as it will be available in stereoscopic 3D.
For the rest of us, we get what is still a very cool 360-degree video to enjoy. “We’d be really interested in hearing if and what they wanted to do”. This is where we came to know the talented, devoted, optimistic Americans from every corner of the country and every station in life.
“We conceived this project as an exploration of the White House in which the viewer gets transported through space and time, as well as through the President and First Lady’s personal memories”, said Paul Raphaël, cofounder and creative director of Felix & Paul Studios, in a statement.
Co-founders Lajeunesse and Paul Raphaël previously told PEOPLE that when creating different virtual reality worlds, they focus on the emotional connection users have to the narrative of the story – rather than a game-like experience.