We hope this course inspires you to keep making VR content after you finish, because we want to help you better understand the unique strengths of this medium. So let's take a look at the differences between fully interactive VR experiences, such as games and VR videos, which are the focus of this course. It's helpful to think about 360 video in the context of a spectrum of immersion, with 2D video on one end and fully interactive VR on the other. 360 video lives between the two. When you view 360 videos, you're able to look around the space wherever you like but your position is fixed. You can't interact or move. This is because that environment was captured from one single vantage point. Think of it as a spherical video instead of a 3D world, where you're only granted three degrees of freedom or three DoF. Those three degrees are YAW, PITCH and ROLL, which are types of rotational change around the x, y, and z axes. In the words of Tom Small, who you'll be hearing a lot from in this course, as 360 video directors, it's your job to find a way to put this freedom to use but not call attention to the limitations. Room scale experiences are experiences that exist as 3D worlds. They're created digitally in game engines and allow for interactivity using controllers, or in some cases, even your hands. Where 360 videos have three DoF, room scale experiences have what's called six degrees of freedom or six DoF. This means that in addition to the three types of rotational freedom you have in three DoF, you also have three types of positional change: forward and backward, up and down, and left and right.