₈ IMPULS: VR + Film

In my previous impulse, I briefly described an example of VR usage in theater based on the description and review in a VR-blog, and now I would like to talk about VR and film as another development in the usage of VR. I experienced a bit of VR-film in an exhibition that I mentioned in a previous impulse, yet I didn’t know much about the basics of VR film. I found multiple blog posts that go into detail on specific film experiences, I would, however, like to write about the post that covers the basics of VR film. The author mentions a couple of VR-film categories:

1. Blockbuster extensions: these are being produced by more and more large film studios in order to create an extension to their blockbusters or series, providing the audience with new possibilities to get in touch with the world of the respective movies.

2. Passive VR-films: these currently make up the majority of VR-movies. They are individual VR-films that the viewer can experience passively. I think this is also the type of film I experienced while visiting the exhibition, as I was just sitting on a chair and watching the film sequence with VR-glasses in a 3D environment. One challenge of these movies is that they need to be cut properly so the viewer doesn’t get lost. In my experience, it was an artificial environment that kept continuing from beginning to end, so I didn’t really have that issue since there weren’t really any cuts.

3. Interactive VR-films: these are films that experiment with elements of interaction.

What stuck to me through all of these descriptions is the vision, and at the same time dilemma, filmmakers have when wanting to create VR-movie experiences. Ideally, some time in the future, we will be able to move around in movie worlds, feeling like we’re actually there as the audience and being fully immersed. On the downside, this freedom of movement in said worlds would make it more difficult to tell a linear story, seeing as we’re still in a movie and its plot. Especially focussing the viewers attention will prove to be very tricky, and can (in my current thoughts) mainly just be done with 3D audio cues, which lead the attention somewhere.

I am incredibly curious what the future will hold for VR movies and how much influence or even freedom the viewer will be able to have within a set story. 

Further interest

https://vrgeschichten.de/vr-und-film

https://vr-sync.com/de/how-the-movie-industry-uses-virtual-reality/

https://sensoriumarc.com/articles/best-virtual-reality-movies

https://arvrjourney.com/virtual-reality-in-the-movie-industry-f60a9e094d74?gi=7e9fbb3f6c24

₇ IMPULS: VR and live performance

For this impulse, I decided to research some VR-experiences, as I myself did not (yet) have the possibility to experience many VR-related performances, festivals, movies etc, seeing as I mostly came in contact with VR-games and building VR-environments at work.

Thus, in order to get a better feeling of what the world of performing arts makes out of the possibility to extend performative spaces. I, myself, have seen an exhibition so far, but I found a blog series that describes examples of the usage of VR in a theatric/performance environment, one of which I would like to share in this impulse.

The first blog post I read was a play that happened simultaneously in the real world and a VR-environment. The actors were wearing VR-headsets while physically standing in the same room as their audience within a classic stage setting. At the same time, there was a virtual audience group that experienced the virtual play via High Fidelity (a VR platform). Within the virtual world, there was a projection of the real world and vice versa. This allowed for the creators of the play to sort of merge the real and virtual worlds and providing the audience with two different sets of the story.

I thought this was rather interesting, the author of the blog post describes it as a prototype of a new form of theater. I agree with her, based on the pictures of the performance, on the fact that this is an approach that still needs tweaking as the physical VR-equipment doesn’t (yet) allow for a live performance that is as emotional, intimate or intense as a „traditional“ play, and furthermore, the lip synchronization of the avatars was not yet on point. So, there is room for improvement, but I agree with the author that this is an interesting approach to experiencing theater and opening the theater space for a virtual audience.

Further interest

https://vrgeschichten.de/loveseat

https://www.hypergridbusiness.com/2019/09/loveseat-first-play-to-combine-virtual-and-real-world-audience/

https://www.artbasel.com/news/virtual-reality-technology-and-art

https://artsartistsartwork.com/virtual-reality-and-the-future-of-art-exhibitions/

₆ IMPULS: Virtual Reality Healthcare

For this impulse, I started looking for alternate sources on VR/AR topics and ended up encountering a variety of podcasts that have said topics as their main objective.The content of these podcasts varies from reviews of equipment or games, tech insights into the world of VR/AR-glasses, and more. During my research, I stumbled upon a podcast episode of UXPodcast that discussed a very interesting topic that one might not necessarily think about at first when hearing the word “VR” ¬– the hosts of this episode were interviewing an expert on the usage of VR in healthcare, the challenges, possibilities and further developments in this area and how VR could be incredibly valuable in medical care. More specifically, the expert who is a doctoral researcher and organisational developer within the areas of brain computer interfaces, artificial intelligence, social robotics and extended reality, works on developing VR-applications as a medical tool, in this case talking about the usage in psychiatric and palliative care.

One thing that was mentioned in the episode that stuck with me was her approach to VR: she calls it not just an educational tool but rather a tool for empathy. VR can be used for both medical training and treatment strategies and offers the unique possibility to fully recreate a person’s individual condition and make it possible for someone else to experience it, thus making it more relatable for people not suffering from said condition. By, for example, recreating auditory and visual hallucinations of a patient with psychosis, it is possible to share that experience with someone else, thus making them more susceptible to empathize with the patient’s experience. That is something that hasn’t yet been possible before VR, as there was no tool that allowed for this kind of immersion before.

I believe that the possibilities and what is yet to come in terms of making illnesses relatable for others bears so much potential for the future and I am excited to see, what kind of developments there will be. Of course, there are also a lot of challenges when using VR in a medical context, accessibility, data and patient safety being only a few of them. But I think that these are topics that will hopefully be addressed sensitively and cautiously, because I believe that the benefit will be invaluable to health services.

Further Interest

https://uxpodcast.com/virtual-reality-healthcare/

https://www.forbes.com/health/mind/virtual-reality-therapy/

https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7366939/

https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4361984/

₅ IMPULS: The Future of VR

Looking at the development of AR and VR technologies over the past decades it’s impossible not to be astonished. For this impulse, I looked at various TED-Talks that were given between the years 2010 and 2019, each reflecting on different projects and (at that time) new developments in the respective field. Seeing as these days, the time the average human spends in front of screens is higher than ever, it makes sense to view AR/VR-Applications as one of the most impactful and biggest mediums of the modern age.

Through all of the TED-Talks I was able to gather one big takeaway: AR/VR allows us to experience things rather than just watch them. Through AR/VR we can simulate doing things ourselves instead of observing, which has both physiological and psychological effects: the body and mind react in authentic ways, causing feelings/reactions such as an adrenaline rush, a jolt of fear, a pounding heart etc., making it a much more intense way of experiencing other realities. The TED-talks presented projects that partially date back many years, thus being far from recent these days, and STILL, the project, such as the 2010 presentation of a Microsoft feature that extended a map into a 3D-space, basically showing what we know as Google Street View today, is incredible.

I think all presenters, and I share their point of view, are convinced that VR/AR is much more than just a gadget or technology. It is a new, enhanced form of communication, allowing us to get immersed in worlds and realities in a way that we will remember on a whole new level: we basically live through them as we experience not only the visual, but all the physical and emotional effects of the augmented or virtual environment.

Further Interest

https://www.ted.com/talks/catherine_allen_the_future_of_virtual_reality

https://www.ted.com/talks/catherine_allen_the_future_of_virtual_realityhttps://www.ted.com/talks/blaise_aguera_y_arcas_augmented_reality_maps

https://www.ted.com/talks/jessica_ochoa_hendrix_how_virtual_reality_turns_students_into_scientists

https://www.ted.com/talks/chris_milk_the_birth_of_virtual_reality_as_an_art_form

₄ IMPULS: Effects of VR (on me)

Today I would like to talk about the physiological effects that I have experienced while both playing a VR game and watching others play. I have tried a couple of games but would like to describe one in particular, as it is a very a good example for the instant physiological responses VR experiences can cause.

I borrowed a pair of VR glasses from my workplace and gathered my parents in order to both observe their behavior while playing and experience myself what reactions the game would cause. The game I am talking about is called a plank experience, where the user/player takes an elevator up a high storey building and then, as the elevator doors open, is faced with the challenge of walking a narrow plank that leads outdoors, with a rather steep drop on both sides. This is probably an experiment known to quite a few, and for many probaply one of the first touchpoints with virtual reality.

Figure 1: Richie’s Plank Experience1

We laid out a piece of wood that most closely resembled a plank, but rather than having it high up the outer walls of a building, we put it on to the floor, in order to create a more realistic environment. Before trying it myself, I watched everyone else walk the plank and was highly amused by their reactions, as I saw them hestitate, walk the plank rather slowly and fight for balance. My mother even refused to take a step „outside” – she didn’t move until I took off her VR glasses. Lastly, it was my turn, and all I can say is that i was pretty surprised by the way my body reacted. Firstly, I had a feeling of elevation when the elevator was going up, a halting sensation as it came to a stop and I could sense my heart beat just a bit faster in anticipation. With the doors opening, I felt like I was standing atop a tall building and looking down into the abyss was surprisingly leaving my toes a bit tingly, even though logically, I knew that I was perfectly safe. The feeling of walking the plank itself was even worse, making it rather challenging to step on it and walk what was ultimately nothing more than a straight line.
I was quite astonished by the intensity of the reactions that came with this experience and the unique feeling of logic and sensation going in different directions. It makes me wonder what all those people who had a real plank on the floor at those VR demo stands went through.

Further interest

https://www.meta.com/de-de/experiences/1642239225880682/

https://www.sciencedaily.com/releases/2019/03/190318114550.htm

https://www.frontiersin.org/articles/10.3389/fspor.2020.531535/full

https://hearingreview.com/hearing-loss/vestibular-care/virtual-reality-technology-help-treat-balance-problems-new-study-says

Images

1. Meta. “Richie’s Plank Experience für Meta Quest | Quest VR Games | Meta Store” Meta Quest Store. Accessed February 2, 2024. https://www.meta.com/de-de/experiences/1642239225880682/#?

IMPULS #8 – Scriptwriting

For my 8th and final impuls I have done some YouTube tutorial research on how to properly write a script. Even though we have roughly learned that at FH as well, I wanted to have a quick update before starting to write my own script over the winter break.

Tutorial #1 – Basic Elements of a Film Script for BEGINNERS! (How To Format, Read and Write a Screenplay!)

This tutorial by Makayla Lysiak deals mostly with the beginners rules and standards for scriptwriting. That is why I decided to watch it first. Makayla is a professional actress and gives advice to people who are new and aspiring in the film industry. I have already watched a handful of videos by her and am a big fan of how she structures them and gives information really well.

In her video she talks about how to build your script in four (or five) steps:

  1. Slug Line (where, when)
  2. Action Line (what, who)
  3. Dialogs
  4. Parentheticals
  5. (Cuts)

Slug line

A slug line consists of: INT./EXT. – Setting – Time. INT. or EXT. describes the nature of where our scene takes place (either interior or exterior). Setting tells the reader and actors where we are. Does the scene play in a coffee house or in space? The time is not the exact numbers on the clock but rather day or night or anything in between. An example for a slug line could be:

EXT. Beach – Towel Bar – Day

Slug lines can be very practically written, be a more artsy approach or anything in between. Depending on your film and writing style you will soon find what fits you best.

Action Line

The action line tells us what is happening and who is involved. It can also already hold important details about the character or scene which will need to be included in the movie. For emphasizing their importance we can write them in CAPS. Character names who appear for the first time in a script will also be written in CAPS.

Dialogs

A dialog starts with the character name in their own line and with information about where the dialog comes from and how the character is talking (remembering, exciting, etc.). The origin of the voice can be described in four different ways:

  1. No additional description normally means the character is visible and audible for the audience
  2. V.O. = Voice Over and means the voice is an overlay over what we see in the frame
  3. O.S. = Off Screen and means the character is not in the same space as the other person they’re interacting with
  4. O.C. = Off camera and means the character is in the same room as the other person they’re interacting with but not visible in the frame. The camera could easily pan to this person

Parentheticals

These include more specific information for your character or the reader. One special way is (re: …) which means the character is referring to something. This is especially important for the actors. They will then know if they are reacting to the coffee which is hot or the person they’re talking to. There is a huge difference between

Lukas
I bought a new bike

Hannah (re: coffee cup)
Wow, that’s hot!

and

Lukas
I bought a new bike

Hannah
Wow, that’s hot!

Transitions / Cuts

On the bottom left of a finished scene there is the possibility to describe what type of transition we want for the current and following scene. There are a ton of different transitions which is why the video did not provide any further information on them. I think it’s just important to know they exist and read more about them when you actually want to use them.

Tutorial #2 – 3 Rules Beginning Screenwriters Need To Know – Dr. Ken Atchity

The second video I watched was about 3 rules beginning screenwriters need to know. Dr. Ken Atchity is a producer and author and he made this video for Film Courage’s YouTube channel.

#1 Everything has to be connected to everything else

.According to Atchity this is the biggest difference between a screenplay and a novel. Everything you say in a screenplay needs to have a reason why it’s said. This makes it much more challenging.

#2 Dramatic order over chronological order, logical order and phycological order

This was an interesting point and can be summarized like this: If the audience is hooked, we don’t care where we go after the hook. Everything that follows will make sense and feel justified.

#3 The audience is the main character in the story

Know what the audience is waiting for, then you will be a good director and screenwriter. Albert Hitchcock makes his characters stand and halt for a second for the audience to catch up with the horror story. After that, people get exactly what they paid for: getting scared. Or as Dr. Ken Atchity would put it: Grab your audience by the throat and never let go of it!


Links

The first tutorial

The second tutorial/video

Another really great video about life on set by Makayla

₃ IMPULS: Apple Vision Pro

This will be more of a free form reaction and thoughts written down, in response to Apple’s upcoming mixed reality headset, as well as critical feedback of the community mixed with my own. As always, it goes without saying that in the Apple trailer itself, the product is presented as the next best thing, absolutely revolutionary. Seeing as I work with AR, VR and mixed reality headsets every day I was also reasonably excited to see the announcement.

Ultimately, we will have to wait and see how Apple will deliver on the promises they have made throughout this first reveal, but so far the public reception has of course been mixed. Many are sceptical, but most early reviews of influencers and writers that have gotten the opportunity to test a prototype out in person are actually pleasantly surprised by the sheer quality off the product. The main point of praise almost everybody found was the passthrough cameras. Passthrough modes have been a thing in mixed reality headsets for a while now, however most of them only use it as a way of orienting oneself in physical space, almost like a setup progress, before actually diving into VR. With their (apparently) extremely high quality cameras providing “crystal clear” passthrough footage, Apple intends to make it a key feature to seamlessly integrate being able to view your surroundings into workflows. According to testers, the passthrough quality even allowed the use of a phone while wearing the headset, which, according to personal experience, is something that no other headset on the market right now can remotely offer.

While these features are of course impressive and there are many more to dive into and analyse, we shall see what actually happens. In the meantime I would like to share my opinion on the general development this means for the whole industry. No matter what someones opinion is on Apple, their philosophy is repeatedly pushing boundaries in whatever area they operate. This is the reason why I am especially excited about the announcement of them dipping their toes into the mixed reality field. Not because of what they eventually bring to the table (that too, of course) but more so because of these new approaches that will start out expensive and gimmicky, but will eventually be made more accessible and cheaper through its next generations.

Further interest

https://www.cnet.com/tech/computing/apple-vision-pro-hands-on-far-better-than-i-was-ready-for/

https://www.tomsguide.com/reviews/apple-vision-pro

https://www.theverge.com/2023/6/5/23750003/apple-vision-pro-hands-on-the-best-headset-demo-ever

https://hbr.org/2023/06/what-is-apples-vision-pro-really-for

₂ IMPULS: Virtual Worlds

For this second impulse I listened to a Ted Talk about virtual worlds, and how people experience them in different ways. The talk was split into three sections, each being an interview of someone telling the listener about their unique stories. This will be a short summary of their parts, followed by a summary of the topic.

The first interviewee is Wes Looker, a writer from a small rural town in the US. He recalls his experience growing up, being the smallest guy in school and often getting bullied. Because of this, he found himself retreating into his own fantasy worlds and reading books to escape into other places in his mind. He did this until 1998, when Ultima Online was released. It was one of the first online multiplayer games, which allowed him to connect with people from all over the world. He played the game for the next 5 years, which allowed him to look past his small town, even learning lessons for life while growing up with the game, all through his virtual connection to others.

Cass Marshall is a writer at polygon, and she talks about her story next. Her general message is much of the same as the first one. She used the online game Sea of Thieves as a counterpart to being bullied and dealing with being on the spectrum. For those reasons she felt more at ease in online environments, where she met 2 other people with whom she grew closer sharing online memories in games. In these safe spaces she could leave her comfort zone and be herself around them, exploring her identity and grow as a person. Through this she learned not to see the physical and virtual as something separate, as in both of these worlds the people are the same, making the barrier almost nonexistant in the end.

The last story is the one of Russel Quinn. Russels grandmother and mother died in the same year, while he also had to undergo surgery to remove a kidney stone. Russel had been making interactive stories before, and also found himself using this hobby to help himself deal with these tragic events. He spent the next 3 years rebuilding his last year with them as a game. While his wife was worried that dealing with it this way would be unhealthy, he immediately felt at ease when being taken there through his 3d work. He recreated game mechanics according to what had happened to him and his family during that time. In the game you play as all 3 characters: Russel, Linda and Jone. Toggling between their perspectives, you take the role of their family, to make the most of a bad situation, take care of each other. The project turned into something meant for people in similar situations, to give them new ways of talking about it. To learn how to deal with grief. Artists and musicians often deal with difficult situations through their art, but through videogames you get to experience and feel as a character. Recreating his mother in the game was the last thing he did, as it was the most difficult to him. When he eventually got to it, it ended up better than he was expecting, giving him emotional distance and the ability to process his experience almost as someone else, to practice sitting through pain. “Anyone else can do that too, but only if they want to, as it is a place you can always switch off.” – he says

This was a surprisingly touching listen, which focussed less on the technical aspects of virtual realities, and much more on how it makes people feel, and which positive responses it can trigger. While this is not directly relevant to my topic, it is nonetheless important to always keep such aspects in the back of our minds.

Further interest

https://link.springer.com/article/10.1007/s00127-021-02110-z

https://metaverseinsider.tech/2022/10/31/new-virtual-reality-app-retreat-transforms-personal-growth-and-self-improvement-education/

https://oxfordmedicalsimulation.com/healthcare/how-virtual-reality-creates-a-safe-space-for-learning/

https://www.worldywca.org/team/virtual-safe-space/

₁ IMPULS: Viva Frida Kahlo

As a first impulse and a kind of retrospect I would like to present my visit to the Viva Frida Kahlo exhibition in Vienna, which serves as a perfect introduction and insight into the fascinating potential uses of VR/AR and immersive experiences in general.

The exhibition presents itself in a format that has now been used to portray great artists and topics, including Van Gogh and Tutankhamun – and of course the artist Frida Kahlo and her story. Kahlo’s life story and artistic works were presented in various digital formats – on the one hand, the digitized paintings were projected onto the walls and floors of the exhibition hall using high-performance projectors, creating the opportunity to move freely through the artist’s visual world in this space.

On the other hand, there was also a VR experience in which visitors wearing VR glasses embarked on an approximately 10-minute journey through parts of Frida Kahlo’s life. The fascinating thing about this exhibition, both the immersive room projection and the VR experience, was the extent to which an actually empty room, a hall without any exhibits, managed to create an entire, three-dimensional visual world of images. By picking up typical elements from the art and style of Frida Kahlo, a colorful picture of the artist and her works was created, who, in addition to her quite colorful-looking art, had a life marked by illness/injury. In particular, the view through the VR glasses, in which you sit in Frida Kahlo’s bed and “fly” through her life, created a closeness that made it possible to identify with the artist’s life and thus also to understand her works.

This exhibition really serves as the perfect first example of my series of extended and virtual realities, as it just barely leaves the “real” world, expanding upon it through various means, immersing even people who usually would not be in touch with such technologies.

Further interest

https://frida-kahlo-wien.reservix.at/

https://www.museumnext.com/article/how-museums-are-using-augmented-reality/

https://www.adobe.com/max/2021/sessions/creating-an-interactive-augmented-reality-art-exhi-l487.html

https://www.atelier-lumieres.com/en

IMPULS #5 – Mountainfilm Festival Tag 4

Der letzte Tag für mich am Mountainfilm Festival (Freitag) stand ganz im Zeichen der Kletterei. Ich habe mir einen Block mit drei sauberen Kletterfilmen angeschaut, hier sind meine Gedanken.


DNA

Als Teil von Reel Rock 17 begleitet dieser Film den Kletterer Seb Bouin bei einer der schwersten Routen weltweit – DNA 9a in der Verdunschlucht. Der Regisseur Josh Lowell hat hier meiner Meinung nach sehr gute Arbeit geleistet. Der Film war visuell sehr beeindruckend und gleichzeitig unterhaltsam, eine Kombination, die man im Kletterfilm nicht sehr oft findet.

Mir hat besonders gefallen, dass Lowell viel mit Gegenlicht gearbeitet hat. Vor allem während einer Szene gab es immer wieder Aufnahmen, die nur die Silhouette des Kletterers gezeigt haben. Farblich war diese nicht ganz abgestimmt mit dem Rest, aber sie stach auf jeden Fall heraus.

Die Musik hat mir auch gut gefallen. Hier war spannend, dass verschiedene Genres verwendet wurden. Manchmal wurde mit Rock und Hard Rock gearbeitet und manchmal konnte man nur Bass hören, was mir besonders im Gedächtnis geblieben ist.


Hang

Dieser (Studenten-) Film von David Stummer und seinem Team portraitiert den Grazer Parakletterer Angelino Zeller. Seit einem Paragliding Unfall sitzt er im Rollstuhl. Anstatt zu verzweifeln entschied er sich dazu, sein Leben in die Hand zu nehmen. 2 Jahre später ist er im Paraclimbing Team Österreich und einige Jahre später Weltmeister.

In diesem Film haben mich vor allem die Animationen überzeugt. Zum zweiten Mal ist mir nun aufgefallen, dass es oft eine gute Lösung ist, traumatisierende und schlimme Erlebnisse als Animationen in einem Film gezeigt werden. Ich finde, das ist eine super Möglichkeit uns Lösung auch hierfür Bilder zu haben, die dem Ganzen dann auch ein bisschen die Tragik nehmen.

Der Film hatte als Erstlingsfilm (ich glaube) natürlich einige Punkte, die nicht optimal gelaufen sind. Nachdem diese schon teilweise in anderen Impulsen erwähnt wurden, will ich mich hier nur mehr einen herausnehmen: Das Interview mit Angelino. Hier hat das Team leider die Lichtsituation falsch bzw. sehr ungewohnt gestaltet. Der Protagonist wurde nur von einer Seite mit einem sehr gelben Licht beleuchtet, aber von zwei Seiten gefilmt. Der Hintergrund war allerdings in einer anderen Lichtfarbe beleuchtet, was das Gesamtbild irgendwie komisch gestört hat.

Für meine Masterarbeit kann ich mir hier mitnehmen, mir auch gerne mal mehr Zeit für die Lichtsituation zu nehmen. Vor allem, wenn man mit Licht vor Ort konfrontiert ist zahlt es sich aus, die Interviewbelichtung da anzupassen.


No Bolts – Rissklettern um Innsbruck

Über diesen Film gibt es nicht mehr so viel Generelles zu sagen. Er war solide und hat mir von den Bildern her sehr gut gefallen.

Was mir allerdings sehr gut gefallen hat war, dass der Regisseur Jonathan Fäth einen etwas künstlerischeren Zugang zu diesem Thema hatte als seine vorherigen Kollegen. Er hat viel mit Overlay und Transparenz gearbeitet, was perfekt mit der Musik und den Soundeffekten abgestimmt war. Die Beleuchtung hat auch zum künstlerischen Aspekt beigetragen.

Vor allem seine Verwendung und das clevere Einsetzen von Effekten haben den Film aufgewertet. Für die Boulderszenen hat er zum Beispiel das Look and Feel einer VHS Kassette verwendet. Diese kleinen Add-Ons haben mir das Gefühl gegeben, dass er ein sehr gutes Gefühl für die Szene hat und dieses auch gut im Film umgesetzt hat.


Dieser letzte Block hat mir sehr gut gefallen und mich sehr für meine zukünftigen Projekte inspiriert. Die Filme, die gezeigt wurden waren sauber gemacht. Allerdings fällt mir auf, dass kein einziger der Filme, die ich bis jetzt gesehen habe, von einer Frau waren. Frauen waren immer an den Produktionen beteiligt, aber nie die Regie.

Ich finde, das sollte sich ändern. Auch deshalb bin ich so motiviert, mich im Bereich Bergfilm weiter zu bilden, zu probieren und Erfahrungen zu sammeln. Danke Mountainfilm Festival 2023 für diese Erinnerung!


Links

Josh Lowells Produktionsfirma

DNA trailer and more information

Hang voller Film

Mehr Infos zu No Bolts