vr in the formative years - presentation at ibc 2016

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1 VR in the Formative Years Clifford Dive VP Business Development, Argon Design 12 September 2016 Photo: https://www.flickr.com/photos/sndrv/2941342977/

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VR in the Formative Years

Clifford DiveVP Business Development, Argon Design

12 September 2016

Photo: https://www.flickr.com/photos/sndrv/2941342977/

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First Known Use of 

“VIRTUAL REALITY” 198

7Source: Merriam Webster

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Full Definition of VIRTUAL REALITY

:  an artificial environment which is experienced through sensory stimuli (as sights and sounds) provided by a computer and in which one's actions partially determine what happens in the environment; 

also :  the technology used to create or access a virtual reality

Source: Merriam Webster

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This presentation focuses on cinematic VR…..otherwise known as 360-degree video or immersive video

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A brief history

Painting by Robert Barker, 1787, Edinburgh

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A brief history

Photo by George N. Barnard from the top of Lookout Mountain, Tennessee, 1864

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View-Master - 1939

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The 1990s – SEGA and Nintendo

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….and fast forward

The millennium – 3D TV

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What happened to 3D TV?

Was it

• too expensive

• too much hassle

• bad luck – the global recession

• not compatible with the lifestyle

• just not needed

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Up and to the right

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Professional content

Content creation

Distribution

Consumption

Production Camera systems

Post production Sustainable revenue model

Reward: $$$$$$$$$$$

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User-generated content

Content creation

Sharing

Consumption

Camera systems

Stitching

Early adopter

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Big questions

• What’s it for– Marketing and brand building (short-form content)– Artistic story-telling innovation– Concerts– News and sport– Consumer products

• How will we consume– Flat screen or HMD. The answer to this could be very important both for

cameras and the content itself.

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Technical opportunities

Driven by games more than cinematic VR, HMDs will get bigger and better specifications, with higher frame rates, more resolution, wider field of view, lower latency, but….

• Motion parallax – if a move my head laterally in the real world objects in the foreground move relative to those in the background.  Not so with today’s cinematic VR

• Focus accommodation and vergence – in the real world the eyes focus and align dependent on the distance of the object in view

• Translation – what happens if I change position?

All of these require knowledge of the 3D geometry of the imagery, rather than a simple spherical projection – we get closer to photogrammetry

• Google Jump is going some way along that track already

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Wrap up

• With current technology immersive 360-degree content can be spectacular, and currently the novelty value can make it a very effective marketing tool– but creating content is not easy, especially if you want to live stream

• There are consumer products available right now but…..– cameras are expensive, and quality is not brilliant– the workflow is not straightforward

• I’m really not convinced about the concept of HMDs for every day use by a mass audience– and engagement of a critical mass in audience numbers is required for VR

to move fro niche to mainstream

It’s going to take a while yet……

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Contact

Argon360 real-time video stitching technology:

Come and see us at stand 8.G14 in IBC Future Zone

More info:www.argondesign.com/products/argon360https://www.youtube.com/watch?v=pW6W-gdeFic

Contact:[email protected]@argondesign.com