How Theaters Are Evolving To Include VR Experiences

How Theaters Are Evolving To Include VR Experiences

Interest in VR cinema and VR movie theaters has surged, but relatively few VR movie theaters have actually been launched. One of the pioneers in bringing VR movies to theaters is Amsterdam-based Samhoud Media. The company opened a permanent VR theater in Amsterdam this March called “The VR Cinema,” which has drawn “over 50,000 visitors” since its launch,” according to Jip Samhoud, the company’s founder. The theater  has generated “great audience excitement” about VR , which he attributes to the fact that most of them have had “their first VR experience” at the theater. In fact,  one of the primary benefits of VR theaters is that they make VR accessible to “everybody,” eliminating the need for consumers to purchase expensive hardware, notes Samhoud.

The theater has attracted a very diverse audience, including “grandparents with children and couples,” reports Samhoud. The “average age of patrons at the theater is 35-40.”

The  theater refreshes its films once a month, and offers diverse content packages, including horror films, animations, and documentaries. According to Samhoud, horror films are the most popular films at the theater, followed by animations. Interestingly, documentaries at the theater have generated “many repeat visits,” he reports. Shows at the theater run 30 minutes long, and typically include two or three films. Audiences are charged 12.50 euros (approximately $15) per show. In Samhoud’s view, this price  is “comparable to prices for traditional films.”

Pop-up theaters are playing a key role in acclimating consumers to VR films and VR in general. They’ve certainly been a linchpin in Samhoud’s VR theater strategy. The company opened its first pop-up theater in Amsterdam last October, and ran VR films in a Berlin pop-up theater from March to May this year. The company also ran VR films in a pop-up theater in Copenhagen in June.

He acknowledges that the shortage of quality VR content remains one of the key stumbling blocks to the growth of VR theaters. He expects VR theaters to become prevalent in “all big cities” in the next 3-5 years. He acknowledges that “finding the right content” for VR theaters  is a “major challenge.” At the moment, he feels the films shown at this theater are “fine,” but he concedes that in two or three years, “better content will be needed” to continue attracting audiences.

Samhoud underlines the need for producers to gain a better grasp of the special attributes and qualities of VR, and for an increasing supply of “VR-exclusive content.” At the same time, Samhoud believes that the coming expansion of VR theaters will help spur increased production of VR content. Increasingly, film producers are gravitating toward VR, as it represents “a new storytelling medium,” he notes.

Samhoud Media plans to expand its theaters to such locations as London and Oslo and has received significant interest from organizations seeking to partner with the company or franchise their theaters in such locations as China and Lebanon.

Ed Lantz, President and CTO of Vortex Immersion Media, a developer of 4D immersive theaters, sees great potential for immersive cinema, and highlights the greater involvement of Hollywood producers in this market. One of the key stumbling blocks to the development of immersive cinema and VR theaters, in his view, is the “insufficient number of screens” for showing such films. The paucity of screens and quality content has depressed investment in VR theaters and immersive cinema, says Lantz. Vortex Immersion has resolved this “chicken and egg” problem by “operating its own immersive venues and producing content for those venues,” he notes. He believes “pop-up domes” will  help alleviate the shortage of screens for VR and effectively “prime the pump” for VR’s diffusion in theaters.

Lantz envisions major opportunities for “cinema shows and live events, including sports events, arts performances allowing audiences to interact with the performers, and dance parties,” in VR theaters. As he observes, such content as education and travel already is already well entrenched in immersive theaters in museums, amusement parks, and other venues.

He underlines the need to train producers in “a new cinematic language” afforded by VR. Lantz expects companies such as his will play a leading role in “aggregating quality content” for VR theaters. He’s bullish on major expansion in VR theaters in the near future, projecting the launch of “150-300 VR theaters in the next 5 years, primarily using pop-up technology.”

He says “VR content will need to be produced at a higher resolution for VR theaters-  at 8K equirectangular frames or greater. While “head-mounted displays are demanding very high frame rates, frame rates aren’t an issue in immersive theaters because head tracking isn’t required.” He calls attention to the more “pronounced vertigo effects” caused by headsets for VR films, and admonishes producers of such VR films to “respect their audiences’ nervous system.” In particular, he advises them to take special care with “film cuts and POV movements” they employ.

Lantz believes “exhibition opportunities for VR will be huge,” and out-of-home VR in general will figure prominently in “exposing consumers to VR,” and complement home VR.

According to Rob Lister, Chief Development Officer for the IMAX Corporation, the company’s “location-based VR initiative will involve multiplexes as well other types of venues, such as retail destinations. For movie content, we envision offering highly interactive experiences with narratives, as opposed to shorter trailers or marketing pieces.  We are still working out the pricing dynamics for these experiences, but we estimate the pilot will utilize approximately 5-10 minutes of content and a $7-10 price point.” IMAX’s first VR center is due to be first introduced.

Lister reports IMAX “is looking into several types of high-quality VR content, from experiences that are complementary to blockbusters concurrently playing at IMAX theatres to stand-alone immersive video content and gaming. Just to give you an example of the first idea, picture seeing the next Star Wars movie in IMAX and afterwards flying the Millennium Falcon in VR.”

VR movie theaters offer ideal opportunities for consumers to sample VR experiences without paying for high-cost consumer head-mounted displays. As Lister notes, “IMAX’s location-based strategy will allow audiences around the world to experience the highest quality VR experiences for the first time at a much lower price.”

More immersive and panoramic headsets will become increasingly key to VR theaters. In this regard, IMAX is utilizing a VR headset that “provides an IMAX-like 210-degree full peripheral field of view- nearly double that of any other VR headset available.”

Clearly, VR theaters will not truly resemble traditional movie theaters. As Lister points out, “IMAX’s technical and design teams are in the process of creating spaces that are specifically for VR,” which won’t have typical movie theater features, “such as stadium seating.”

Although “building a library of content always takes some time, once VR content creators have a clearer path to monetization, they’ll be more inclined to ramp up their efforts,” points out Lister.

Efforts are underway to help accelerate the creation of higher quality VR films. For example, through a partnership with Google, IMAX is developing a cinema-grade VR camera to help content developers, including our key filmmaking partners, to create higher-quality VR content,” says Lister.

Distribution has emerged as a major challenge for VR cinema, as Jim Stewartson, CEO of Awesome Rocketship, notes. His company has developed a distribution platform called the VenueVR Gateway. The platform, which will utilize head-mounted displays from various manufacturers, is due to be rolled out more widely later this year.

Stewartson doesn’t anticipate the emergence of VR-only theaters in the forseeable future- rather he anticipates that “portions of movie theaters may be converted to VR further down the line.”

Stewartson believes his company’s platform will help “expose more people to quality VR, and increase the oxygen in the entire VR ecosystem,” extending to mobile VR and in-home VR.

Awesome Rocketship’s platform has also been aimed at promoting more social experiences in VR- the platform enables 8 people to have an experience together in a virtual reality world,” says Stewartson.  For example, “they could visit together a Star Wars VR world,” he explains.

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Experience The Toughest Mudder Endurance Event Via 360 Video

Experience The Toughest Mudder Endurance Event Via 360 Video

Obstacle courses, marathons, and similar events have become increasingly popular and intricate over the years. The Tough Mudder is one of the more intense of the bunch, with the main event running around 10-12 miles and riddled with a diverse collection of obstacles. Back in late October, we covered USA Today’s new 360-degree news series, VRtually There, and one of their recent episodes followed Tough Mudder participants.

Tough Mudder is an endurance run that is so intense that completing it is a massive challenge, let alone finishing in the top group. While running 10-12 miles would be enough of a test, the varying obstacles make this event stand out. The VRtually There episode gives us a good view of some impediments to participant’s journey to the finish line for the Toughest Mudder, a 24 hour test of your willpower. In the segment called “Dirty Work”, USA Today’s video shows runners crawling through mud under barbed wire, climbing wood boards, walking through chest-high muddy water, swimming, and much more. A couple of former participants narrate the experience and discuss how life events had themselves and others questioning if they could bounce back from terrible injuries and illnesses.

VRTually There’s episode including Toughest Mudder also covers a bit of history on the Macy’s Thanksgiving Day Parade floats along with the teams needed to maneuver them, and takes viewers on a brief tour of the Out of Africa wildlife park to meet some baby bears.

In Toughest Mudder, the finish line is ultimately set by the individuals and teams. The course is 5 miles long and the goal is for you to complete as many laps as possible. A single man and woman will be honored for the best performance along with the best team. Anyone that completes 20, 50, 75, or 100 miles total is honored as well. This December, CBS will be showing the full event in a 3-part series that starts on December 15th with “Road to the Toughest Mudder”.

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Get A Taste of the ‘Timeless’ TV Show’s Space Race Episode In 360 Video

Get A Taste of the ‘Timeless’ TV Show’s Space Race Episode In 360 Video

Timeless is a television series depicting a high-energy adventure across different eras. In the show, a criminal steals a time machine with intent to manipulate the world’s past in order to destroy current-day America and a team is put together to track him down and attempt to stay one step ahead of him without influencing the past themselves.

The journeys of the characters take them to many visually intense locales and now a 360/VR tie-in is being created based on the events of a recent episode.

In the Timeless episode “Space Race”, the show’s villain, Flynn, attempts to sabotage the legendary mission of Apollo 11. In Timeless – Continuum Recon, you’re given a mission by Connor Mason and instructed to journey back to NASA in the show’s time-traveling Lifeboat to witness the first ever moon landing from Earth-side with brief glimpses onto the moon. During the experience, you’re shown the major players at mission command as they guide the astronauts and assess errors on their end until the successful declaration that the “eagle has landed”. The mission is recon only, of course, fitting the non-interactive nature of this 360-degree visual and your vessel does a probability scan to make sure that this historic event remains intact.

The video comes in at right over five minutes and is a neat tool to integrate 360-degree media and VR into the television show’s marketing, something we’ve seen happen with films like The Martian. The show, created by Eric Kripke and Shawn Ryan, features Abigail Spencer, Matt Lanter, and Malcolm Barrett and airs Mondays at 10:00pm EST on NBC. Be sure to check out our 360-video archives to get a taste of the growing media format and all the cool ways it’s being used, from social apps like Pie and USA Today’s 360 news show to astronauts doing space walks.

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Global News Network RT Shares First 360-Video Recorded in Space

Global News Network RT Shares First 360-Video Recorded in Space

360-degree videos have continued to elevate in quality and ambition since inception from light experiments to full on news broadcasts across the globe, so where do they go now? Further up, of course, so far up they exit our atmosphere.

For the first time ever, Russian global news network RT has recorded a 360-degree video in outer space. Cosmonaut Andrey Borisenko will be guiding a 360-degree documentary showing life on the International Space Station and the zero-g clip you’ll find below comes from that project.

“Space 360 is a fantastic project. It’s been an incredible collaboration,” says Borisenko. “This is the first time in history we are making an immersive video of the station. This will give the viewers an opportunity to see everything here the way we see it, and get an idea of what it feels like to be a cosmonaut.”

Eduard Chizhikov, a leader on RT’s 360-media production team, says that the project’s task is to “combine education and entertainment” which is something many companies have been doing with 360-degree media. It doesn’t exactly give us an overwhelming amount of information that can’t be found in 2D media, but it provides a new and engaging way for us to take in the visuals, especially when using VR headsets for the experience.

Over time, Borisenko will record and release 360 videos that show different areas of the International Space Station, its different modules, and the different processes that take place aboard the vessel. These videos are the flagship of the Space 360 program, a partnership between RT, Roscosmos, and rocket and space corporation Energia. The head of Energia’s scientific-technical center, Alexander Kaleri, is serving as space consultant for the project. The Space 360 videos can be viewed on RT’s app which is available on Google Play, the Apple App Store, and Oculus Home in six different languages (English, Russian, Spanish, French, German and Arabic).

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VLC Media Player Enables 360 Videos And Photos

VLC Media Player Enables 360 Videos And Photos

The VLC media player is the little orange cone that could. The open-source program has become a go-to platform for digital content consumption around the world. The program’s most lauded feature is its ability to play just about any file format a user can imagine. One major exception to this used to be 360 videos and images, but now that restriction is becoming a thing of the past.

Last week, VLC revealed that it is now 360 enabled for both images and videos. The nonprofit organization Video Lan released an experimental new technical preview called VLC 360 that can be downloaded for free.

VIDEO: Drunk Driving Awareness Project Uses VR To Warn About Risk

VIDEO: Drunk Driving Awareness Project Uses VR To Warn About Risk

Impaired driving is a danger that costs $44 billion in damages annually and takes roughly 28 lives daily. Many states have invested in initiatives that attempt to regularly police in ways that get drunk drivers off the streets but there are still dangerous drivers out there. Virtual reality, in its early stages, has been used to educate in a handful of different ways: From exploring the human anatomy to learning new languages. Now, alcohol maker Diageo is using virtual reality headsets to give drinkers a close-up experience with a drunk driver’s car crash.

The video shows three different vehicles: One with a solitary woman, another with two new parents, and the last with a group of friends. The woman alone in her car had been drinking at a previous work celebration and attempts to overtake one of the others with horrible results.

While the project is a good idea at its foundation, it misses a great opportunity to utilize the immersion of virtual reality in this instance. Much of the impact of VR revolves around the fact that events unfold from a first-person perspective, but this is more of a 360-degree video that has a free flowing camera showing different perspectives from the crash, the build up to it, and the aftermath. In the video, the driver survives but others do not. The project is also focused on those of drinking age, but should possibly consider younger drivers that are on the verge of being able to drink legally and who could also already be partaking illegally. Nevertheless, this is another idea of how 360-degree media and VR can be used to educate and there’s no doubt more and more companies will be using it for the same.

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Oscar-Winning Director Kathryn Bigelow Discusses Her First VR Film ‘The Protectors’

Oscar-Winning Director Kathryn Bigelow Discusses Her First VR Film ‘The Protectors’

Attendees at next year’s Tribeca Film Festival will be the first to experience the debut 360-degree film from Oscar-winning director Kathryn Bigelow titled, The Protectors: Walk in the Ranger’s Shoes. The 8-minute short film was created through a partnership with Here Be Dragons, National Geographic Channel, and Annapurna Pictures. Here Be Dragons creator Imraan Ismail served as co-director of the virtual reality production, which recently shot in Garamba National Park in the Democratic Republic of Congo.

The film gives viewers a first-hand look into the lives of the park rangers who are the only defense for the African elephants who roam freely. Over 30,000 elephants are murdered for their ivory every year by poachers. We’ve seen other ways that immersive mediums are being used to champion conservation efforts as well.

Bigelow, the director of films like Last Days and The Hurt Locker, talks about her experience of telling an emotional story through 360-degree technology in this exclusive interview.

UploadVR: How did you get involved in generating awareness and helping to save the elephants?

Kathryn Bigelow: Working to save elephants is unavoidable once you hear of their plight. That we are in danger of losing such an incredible species from the face of the earth could not be ignored. When you dig deeper and realize that the groups involved in poaching are doing so to fund terrorism it truly becomes an issue that demands support from anyone and everyone, our national security depends on it.

UploadVR: Why did you decide to explore 360-degree filmmaking with this project?

Kathryn Bigelow: The 360 aspect really puts you in the space, the environment, being able to look behind you, above you. In the case of ‘The Protectors’ 360 lets you see the world from the point of these Rangers who are the last line of defense for the elephants. That sense of the world they inhabit, their courage in the face of incredible odds, coupled with the emotional impact of the stories they tell really inspires action.

UploadVR: Creatively, what has this medium opened up in telling the story of “The Protectors”?

Kathryn Bigelow: Again, the opportunity to experience the physical space with an emotional connection to the subject matter, the immediacy of that connection, really connects you to the stories told by the park rangers.

UploadVR: How has Here Be Dragons team’s experience in this medium helped you?

Kathryn Bigelow: Certainly they provided invaluable guidance to myself and Imraan throughout this process from prep to execution.

UploadVR: What are the challenges of giving the viewer freedom to explore, while also telling a story?

Kathryn Bigelow: It is not a challenge as much as accepting that you are relinquishing some control over how the end product is consumed in exchange for a deeper connection to the material for the viewer.

UploadVR: How has the importance of sound and audio evolved with 360-degree storytelling?

Kathryn Bigelow: Sound should never be taken lightly in any film experience, however the fact that much VR content will be consumed with headphones likely will lead to a more nuanced auditory experience.

UploadVR: What has been the most challenging aspect of this project thus far?

Kathryn Bigelow: The stakes are high; elephants could be extinct in our lifetime. It’s up to us to either fail them or save them.

UploadVR: What impact do you feel “being there” in the presence of these rangers in Garamba National Park will have on connecting emotionally with viewers?

Kathryn Bigelow: The emotional connection comes from the passion these rangers show, they risk their lives for very modest means because they believe that future generations need these elephants to still exist. Being dropped into the environment through technology heightens your awareness of the stakes and drives home the brutality of the poaching.

UploadVR: Is there anything from a technological leap perspective you can compare 360-degree filmmaking and virtual reality to when you look at the history of Hollywood?

Kathryn Bigelow: That remains to be seen, the important thing is that right now it has given us an opportunity to walk in the shoes of the rangers and that constitutes the thin line between the next generation seeing elephants in the wild or only in pictures.

UploadVR: What impact do you feel the continued release of new headsets from PlayStation VR to Google Daydream to the recent Samsung Gear VR, Oculus Rift and HTC Vive will have on enticing more people to create in 360-degrees?

Kathryn Bigelow: I am sure the market will rise to the demand.

Here Be Dragons creatives also provided some  input on this project.

UploadVR: What’s it been like not only capturing these elephants in 360, but also bringing people to their home environment in Africa?

Imraan Ismail, Co-Director: One of the goals of the film was that by bringing you up close and personal with these magnificent creatures, closer than you could possibly in real life, where you can hear their breath and see the beauty that it would inspire support for conservation efforts. We were able to achieve that in the film. Personally, as someone who was on the ground, who knows how hard it was to capture the footage we did and who even survived being charged at by an elephant as part of the effort, I’m incredibly proud of the team and our work, and am hopeful of it making a difference to everyone who sees it.

UploadVR: What impact do you feel the continued release of new headsets from PlayStation VR to Google Daydream to the recent Samsung Gear VR, Oculus Rift and HTC Vive will have on enticing more people to create in 360-degrees?

Patrick Milling-Smith, Producer/President of Here Be Dragons: Larger audiences, mainstream platforms. PlayStation is a household device with varied audiences who have diverse content preferences – gaming and otherwise. PlayStation VR as an extension is a very exciting platform for content creators to push VR as a creative medium into its first steps toward maturity. Daydream represents the initial maturation of cardboard and virtual reality within the Google Play ecosystem. Cardboard, for all its limitations, has brought VR to more people than any other device and Daydream’s added capabilities promise to bring that broad audience a much higher quality experience that content creators are eager to develop for.

UploadVR: What kind of call to action will be incorporated into this film or alongside the release of it?  What can people do now to help?

Patrick Milling-Smith: The call to action is hopefully magnified by the power of the film, the urgency of these brave Rangers and the resonating power of VR as a medium. The reason Kathryn chose 360 film making for this is to take you on a visceral journey where you feel a true sense of presence in the Rangers stories.  It is our hope that the power of being on the ground as the story unfolds, being a witness and essentially teleported to heart of the DRC, a place you would never experience any other way, will inspire an audience to spread awareness. Watch the film. Look the Rangers in the eye and It would take an unbelievable amount of apathy to not be spurred in to trying to help. This fight needs urgent help so stand up and take action. Go to  information on how best to stop this crisis from reaching a point of no return. There is a road map for activism and charitable organizations on the front lines who need all the help they can get. Merely getting the rangers adequate equipment is a start.  Help get boots for instance. Supporting organizations like African Parks for a start.

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How To Be Funny In 360 Video According to Andrew And Luke Wilson

How To Be Funny In 360 Video According to Andrew And Luke Wilson

Hollywood remains hooked on virtual reality. Brothers Andrew and Luke Wilson are the latest to make the 360-degree plunge. The pair co-directed a behind-the-scenes tour of Shinola’s Detroit factory, using Luke as the “man on the street” focal point for both the humor and the information that viewers will experience as they explore the massive facility. They partnered with Reel FX to offer an inside look at how the American brand makes its signature watches, bicycles and leather goods.

“It was a really interesting creative experience because Luke and I had no experience with 360 at all, so in a way we represented the vast audience out there,” Andrew Wilson told UploadVR. “The learning curve was fast and steep for us, and we had a lot of help from the (Reel FX) DP, Celine Tricart. We wouldn’t have been able to do it without her. But even with something like a factory tour, VR opens up so many possibilities to make it more interesting than what you normally see. And because of those possibilities, you find yourself really being stimulated creatively to try to think of things to do to live up to the technology.”

Luke Wilson has been connected with the guys who run Shinola and their parent company, which also has a studio in Dallas, TX and Santa Monica, CA called Reel FX. He told UploadVR after doing some work with Reel FX in the past, he’s always wanted to do something together.

“They had gotten a kick out of a recent short film Andrew and I created about moving the space shuttle Endeavor from the airport to the California Science Center using guerilla-style filmmaking, so they reached out to us for this project to have a chance to collaborate and give us the chance to break into VR,” Luke Wilson said. “It was exciting for us to have the opportunity to do something different and add some of our humor. VR is typically associated with more adventure-style filmmaking, so it was fun to work with them while they are still dipping their toe in the water of the VR space.”

The shoot employed the Nokia OZO camera to offer users the ability to interact with the Shinola space and staff while also learning about the company’s history. The camera was connected with Reel FX’s proprietary post production workflow tools, allowing the team to spend their time on the creative process, rather than harping on the technical challenges that are often inherent in the emergence of VR filmmaking.

“We had two days to shoot and on the first day we were running and gunning with the factory tour,” Andrew Wilson said. “We knew what we wanted to do, but there was no formal script. And then Luke and I got together to figure out something that really shows this 360 experience. So we came up with the shot where somebody from the factory tosses a football over the edge of a building to Luke, who’s down below. You don’t realize where you are until the person tosses the ball down and you look straight down and it’s a pretty cool shot. It’s like a cliché, but for us it was our big money shot.”

Luke Wilson said what he finds exciting about working with 360 early on is that it puts creative people together with technical people — though in the case of Reel FX also incredibly creative. “It gives us the chance to pick up the technical aspects as we go along,” Luke Wilson said. “In terms of comedy, we played around with it and explored. We put in the wipeout gag scene with the tall stack of blue trays and it really seemed to work in VR. We were able to discover things as we went along.”

Comedy is something that could soon burst out in 360 as a new staple.

“I was talking to Owen (Wilson) about VR and it just seems like a matter of time before those Funny or Die guys start to use it,” Andrew Wilson said. “There’s just so many ways to use it. I’m just thinking about short funny things.”

Luke Wilson believes comedy can be a tough subject matter to approach no matter what the medium.

“A lot of comedy is visual, thinking back to Buster Keaton starting out with no sound at all, just doing things that visually amused people,” Luke Wilson added. “Then there is more thoughtful humor, like Woody Allen. Dialogue-driven humor, not gag humor. In VR these two need to somehow mold together: funny dialogue with some sort of funny visual trick. It’s going to take particularly talented people to think of a way to do it, but it will be done and the first big hit will make a huge impact.”

VR is also impacting the way fans can interact with their favorite stars. Luke Wilson’s latest project, the Showtime TV series Roadies, took an inside look at the lives of the people who put on traveling rock concerts. VR has the capacity to bring fans onto sets of series and movies far beyond the scope of current EPKs (electronic press kits).

“In the time that I’ve been in Hollywood, I’ve really seen behind-the-scenes content become more prevalent,” Luke Wilson said. “In terms of VR, imagine how fun it would be for somebody who loves movies, or how incredibly informative of a learning experience it would be for someone who wants to become a filmmaker. They can see the sound man and the focus puller on set and see the “magicians” doing so much of the hard work behind the scenes in filmmaking. It’s a real art. VR could really give people a chance to experience filmmaking and see what it’s like.”

As for the Wilson brothers, they’re already hooked on the technology and thinking about what to explore next.

“It’s been such a seminal experience that we’re trying to work on ideas right now to do a longer short in the 360 realm,” Andrew Wilson said. “It’s just incredibly exciting and stimulating and we had an unbelievable experience. It really opened our minds to something that’s going to be the way of the future.”

That future is now for the Wilsons, which is good news for Shinola – an American company that is set to benefit from the creativity of these Hollywood brothers jumping into the VR fray.

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Vrideo Shuts Down, Marking The Closure Of One VR’s Early Startups

Vrideo Shuts Down, Marking The Closure Of One VR’s Early Startups

360-degree video hosting service Vrideo is gone. The service shut down yesterday — it had launched in beta in March 2015 and raised $2 million total. The startup was competing against Jaunt, Littlstar and giants like Google’s YouTube to host 360-degree immersive content.

In a post outlining the company’s efforts, founder and CEO Alex Rosenfeld wrote, “When we first started working on Vrideo, Facebook hadn’t yet acquired Oculus, Sony hadn’t announced ‘Project Morpheus,’ and Google wasn’t even talking about VR.” Rosenfeld wrote that Vrideo had been installed 700,000 times, was available for all major headsets and has been highly rated on PlayStation VR. From the post:

…we often joke about the fact that we have more apps than we do team members.  Unfortunately, though, we’ve now stretched this modest funding as far as it could take us, especially in light of the rising costs associated with our growth.

The company is encouraging creators who have videos on the service to contact support@vrideo.com to get help “retrieving any videos you don’t have local copies of.”

The shutdown of Vrideo represents one of the highest profile modern VR startup closures. It is not the last, however, as startups will begin running out of money in a highly competitive market now being overtaken by heavy hitters such as Google, Facebook, and Microsoft. It also raises questions about how Jaunt and Littlstar plan to evolve or survive when competing against these tech giants. Jaunt, for example, had raised $65 million last year to grow its live-action capture ambitions. Jaunt doesn’t just offer a 360-degree hosting service though. The company also developed its own camera and works with creators to develop original content. Still, 360-degree video content is not generally what people are paying for when it comes to VR experiences. Instead, room-scale games like The Gallery and Raw Data, which were built using game engines, saw more than $1 million in sales, but those were released to the gamer market on Steam.

While we’ve been impressed with 360-degree captured content from studios such as Felix & Paul, they are an exception and 360-degree content creation is still quite difficult to do well, let alone sell to buyers.

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Protruly Releases First 360-Degree Video Capable Smart Phone

Protruly Releases First 360-Degree Video Capable Smart Phone

360-degree videos can be viewed in a VR headset, you can click and drag the video’s perspective with a mouse, or you can even rotate the view by swiping your touchscreen. We recently reported on Nokia and Sony teaming up for 360-degree content and also wrote up an impression on Verizon’s collaboration with Lucasfilm for the Rogue One: Recon 360 teaser, just a couple recent examples of companies putting time, money, and effort into the medium. User creation is going to be an important aspect of its growth and China Daily reports that Chinese company Protruly has taken a major step forward in that regard with their new cell phone that has 360-degree recording capability.

Called the Protruly Darling VR Smartphone, its front and rear wide-angle 13-megapixel lenses are said to capture and stitch together footage in .02 seconds for near real-time viewing. It is powered by a 2.5 GHz MediaTek Helio X20 processor, 4GB RAM, 3560 mAh battery, and has a 5.5 inch AMOLED 1080p screen. It also connects via the newer USB type-c connection. There’s no specific information on the software the 360-degree recordings or pictures will integrate with, but this could be a important moment for the penetration of this type of media into casual audiences. There are various additional accessories that give existing phones 360-degree functionality, but having it as a standard feature on a phone could be something we see grow quickly in the next couple years.

Just a couple days ago we covered the social application Pie, a program aiming to bring a community element to 360-degree media that is sorely needed. It lets you use commercial 360-degree cameras or phone attachments to share the immersive media with friends. It even has a feature called “Slice” that allows those without the right equipment to make pseudo-360 videos that move forward and backward as you rotate around. Applications like this are what could make the Darling VR Smartphone’s features even more appealing. The phone is currently available in China in a luxury, diamond and gold encrusted version for $1300 and standard version for $590.

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