The video I liked most is Notget VR which provides a spectacular view of a goddess (Björk) dancing in a snowy environment. In Notget VR, the developers made Björk appear in a motion-capture performance whereby the dark, ominous atmosphere dissolves as the dancer turns into a luminous body that is in an environment fully surrounded by hypnotic motions thus making the visual presentation spectacular (Björk 2.27). Notget VR features an environment that provides a significant view of world tours Björk undertook hence enabling viewers to get a glimpse of imaginary activities or supernatural bodies in the universe.
The most creative part of the video above is the motions and lights that emanate from Björk to provide an impressive cinematic experience and can be regarded as a computer game by many viewers. Consequently, Notget VR had a relatively higher number of shares which increased revenues and clicks. I believe that Notget VR was successful because of the creativity that developers applied in developing the lights and surroundings in which Björk danced and thus made a critical impact on perceptions that people have towards supernatural beings.
According to the student's view, Meet Graham is appropriate because it provides vital information concerning the parts of a human body that are vulnerable to small impacts. However, Meet Graham fails to use motion and instead uses sound effects thereby reducing its ability to provide succinct information concerning the manner in which small impacts affect the vulnerable organs in an individual's body. Furthermore, contrary to the student's perception, I believe the most creative aspect of Meet Graham is its ability to rotate thus provides a proper view of vulnerable parts on the rear of an individual's body.
Work Cited
Björk. “Björk 'Notget VR'.” Online video clip. You Tube. YouTube, 3 April 2017. <https://www.youtube.com/watch?v=pJDcwXQc5CU>. 5 Sept. 2018.