vr in the formative years - presentation at ibc 2016
TRANSCRIPT
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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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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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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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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