Why VR Needs Serialized Content Right Now

Why VR Needs Serialized Content Right Now

After a series of conversations with indie VR shops in recent weeks, it seems safe to say that many of them are suffering from “feast or famine” syndrome when it comes to work. Often a brand or content owner will come to them with a great idea and a tight deadline, expect them to execute on a VR experience, pay them, and then disappear for months — if they ever come back at all.

It’s not that the content these shops are producing is bad. In many cases, it’s ground-breaking and high quality work. Rather, it’s that no one has figured out how to move VR beyond one-off activations and into a world where content is rolled out in a regular, serialized fashion. With the launch of its “Netflix for VR” subscriptions, HTC has started to move in this direction. If you’ve forgotten by now, Netflix spent plenty of time giving people access to one-off experiences (DVDs) before making the leap to serialized, streaming content.

But even outlets like the New York Times, which consistently produces high-quality 360 content, doesn’t seem to create anything that will keep a viewer coming back over an extended period of time. If someone is interested in 360-degree video on police raids, to use a recent example, they might not be interested in a piece on travel, or fashion. There’s no real reason for that person to keep investigating, as the pieces are usually pretty brief and don’t end with a cliffhanger.

Part of the reason people get addicted to podcasts like Serial or TV shows like The Americans is that every episode tees up the next one, often leaving the audience in suspense at the end. But in VR, almost every experience is self-contained. And the way the funding pipeline works, it can often take months (if not longer) for a second episode to be rolled out. By then, many viewers will have lost interest or forgotten the story altogether.

The other issue is that VR content often lacks compelling characters that users want to follow. I’ve seen a number of deeply moving and affecting VR pieces, such as Discovery VR’s “Under the Net,” that have left me wanting to know what happened to a subject, but I can never find the next step of their journey.

One thing that kept earlier consumers listening to radio programs and consuming television shows at the same time each week was that serialized character story arc. While those of us who consume a lot of today’s TV might look back at early sitcoms and laugh at the hackneyed plot lines and situations, characters stayed the same over the course of the season and viewers invested in them.

VR could also allow viewer investment to reach much deeper levels, because the viewer could have some say in the direction of the narrative. There are plenty of people still angry about the end of Lost, for instance, but it’s a lot harder to be mad about how something turns out when you have a hand in controlling the outcome. This would also lead to repeat viewing, as users would want to take different paths and see how the endings changed.

There are some plans for serialized VR content to debut this year, although none of those have been made public as of yet. When those details arrive, it will hopefully prove to be compelling and addictive programming that can drive more people into headsets. Podcasts had their breakthrough moment with Serial; now it’s time to VR to come up with something that will draw people in over the course of a season and become water-cooler conversation. If VR simply remains a series of one-offs and experiments, it will have a hard time breaking through into the mainstream.

Cortney Harding is a contributing columnist covering the intersection of VR and media. This column is an editorial product of TVREV, produced in partnership with Vertebrae, the native VR/AR ad platform.

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Preorders Now Open For Insta360’s 8K VR Camera

Preorders Now Open For Insta360’s 8K VR Camera

China’s Insta360 has announced it is taking preorders for its Insta360 Pro 8K professional virtual reality camera, the Insta360 Pro, as part of its ambitions to raise the bar for 360-degree VR films.

The company originally announced the 6-lens camera at CES 2017, the big tech trade show in Las Vegas in January. The Insta360 Pro camera is designed for shooting 360 films that can be viewed with virtual reality headsets. It sells for $3,500, and it’s on display at the National Association of Broadcasters event in Las Vegas this week.

The standalone camera can capture 8K 3D photos or 6K 3D videos, and it is also suitable for livestreaming. It is aimed at professional photo and video creators, as well as non-professionals who demand excellence from the camera they use to pursue their creative visions.

“The VR industry needs steady content from a strong base of creators to keep growing, but before now, high-performing cameras have been overly complicated or cost-prohibitive,” said JK Liu, founder and CEO of Insta360, in a statement. “With the Insta360 Pro, we’re giving broadcasters and creators the tool they’ve been asking for. We can’t wait to see what they come up with.”

What are consumers and professionals going to do with it? That’s a good question. Insta360 believes it will be used for live journalism and aerial photography, and its advantage is that it’s an all-in-one VR tool.

Insta360 Pro uses six independent high-definition lenses. It captures 60-megapixel 360-degree 3D stills and supports both HDR and RAW formats to bring out levels of detail and low-light performance unprecedented in a 360-degree camera of this size.

When recording 4K video, the camera supports up to 100 frames per second. In addition, the VR time-lapse mode adds a new dimension to videos, and the live preview function allows users to get the best angle before shooting.

Insta360 uses real-time image stitching technology and offers both H.264 and H.265 video compression, which substantially improves video quality at the same bit rate.

HD image files can be easily auto-stitched with Insta360 Studio. The company is enhancing the imaging potential of the camera by offering professional 3D 360-degree video that applies the 3D video-capturing capabilities of Hollywood films.

The camera can capture 3D videos in up to 6K (4K in real-time stitching mode). As a standalone camera, it can be used with the dedicated Insta360 Pro iOS and Android apps. It connects via Wi-Fi, Ethernet, or 4G, and it is ready to livestream and share any event instantly on Facebook, YouTube, and Twitter.

 

This post by Dean Takahashi originally appeared on VentureBeat.

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Watch As Chimp Steals 360-Degree Camera

Watch As Chimp Steals 360-Degree Camera

The New York Times is offering a cute video captured at a Chimpanzee sanctuary in Kenya showing one of the chimps stealing a 360-degree camera for a closer look.

The chimp almost seems to eyeball a keeper before grabbing a stick and using it to pull the camera through the fence. She then investigates it more closely along with another chimp.

It is a pretty fantastic nature clip that also highlights some of the difficulties of 360-degree video. Despite being filmed in a format explicitly designed for viewing in VR, I wouldn’t want to see more than the first few seconds in an actual headset because of the way the chimps jostled around the view. That said, the clip likely wouldn’t have as much meaning if it was filmed with a traditional camera that only captured part of the action. As it is, I instinctively moved my mouse cursor to look around the scene to try and glimpse what the chimp was looking at before dragging in the camera  — something I’d do naturally with a glance inside a VR headset.

This is of course not the first time we’ve scene a chimp interacting with VR technology. Late last year clips were posted online showing a chimp interacting with the HTC Vive and reacting to it the same way humans do.

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MelodyVR Tries To Nail Live Music in 360

MelodyVR Tries To Nail Live Music in 360

Since the start of the current VR wave, many people have posited that the ability to experience live music in 360 would help drive mainstream consumption of the technology. Like much else in VR, this prediction has been slower to play out than many anticipated, both for technical and content reasons. Capturing and producing high quality audio and video in VR remains expensive and labor intensive, and bandwidth issues can lead to lags when someone is streaming live in 360. Early movers in the space, like Rivet VR, which posted 360 videos from the Blue Note Jazz Club in New York, seem to have faded out — the company’s YouTube page hasn’t been updated with new content in over a year. NextVR and Vantage.tv continue to release concerts, but they are tentpole events, not everyday occurrences.

Some of the same problems that plague other forms of VR content are also present in the live music space. Often, the camera is simply too damn high, leaving users with a feeling that they are freakishly tall, or levitating above a scene. This happens in lots of types of 360 content but is especially noticeable in the live event setting because the viewer is often placed in a crowd and it’s obvious when their viewpoint is two feet above everyone else. Many live music experiences currently on the market don’t allow for much agency in terms of where the user views the concert — they wind up jumping from place to place, including watching the show at angles that are completely unnatural, like next to the bass player. Finally, and perhaps the hardest to solve — many live music experiences are completely anti-social, while one of the biggest reasons people go to concerts is to experience the show with friends and other fans.

So can MelodyVR, a UK company with two major label deals in the bag, provide any solutions? According to co-founder Anthony Matchett, they’ve worked with over five hundred artists to shoot concert footage, and are currently building up a content library in anticipation of a launch later this year. He says that in terms of the camera height issue, it’s been a process of trial and error, but they’ve finally found a height that seems natural for most people and won’t make users feel like they’re 10 feet tall. And in terms of user agency, Melody’s app will allow viewers to select from a number of of angles and pick their vantage point, although he adds that if someone wants a completely lean-back experience, they might produce “director’s cuts” where the viewer will be moved at will.

But the social aspect remains a tough nut to crack. Matchett says that one issue is simply beyond the control of his company or any other content creator — there simply aren’t enough headsets in the market right now to make watching with friends a realistic option. He does add that MelodyVR is working with Oculus and other partners to integrate avatars into the experiences, so that once more headsets are in homes, people will be able to see each other and communicate at shows.

While MelodyVR has also taken steps in terms of solving some technical issues, it still remains to be seen if people will be drawn to watching concerts in the headset as a solitary experience, at least right now.

Cortney Harding is a contributing columnist covering the intersection of VR and media. This column is an editorial product of TVREV, produced in partnership with Vertebrae, the native VR/AR ad platform.

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First Impressions Of The New 2017 Samsung Gear 360 Camera

First Impressions Of The New 2017 Samsung Gear 360 Camera

Yesterday we attended the Samsung Unpacked 2017 event in New York City where company launched new products including the new Galaxy S8 and S8+ as well as the new Samsung Gear 360 camera. In fact, at the event Samsung gave everyone in attendance their own personal Gear 360 device to record the launch experience together at the same time.

This camera

First of all, the new Gear 360 is smaller than the previous version with the lenses being closer together making the stitching look better and the device more portable. The new Gear 360 is also shaped much more ergonomically than the previous generation without the need of a tripod to allow for it to stand up on its own, and with a much smaller footprint. The previous model could stand on its own but it sat almost flush with the surface. The new Gear 360 (2017) also sealed the battery inside the device rather than making it removable. However, they also moved the USB port for charging to the side and switched from microUSB to USB Type-C. The new model also moved the record button from the top of the camera to the base where a user would normally hold it. From our experience this already resulted in a few accidental presses, but they aren’t that common or as annoying as having the record button at the top. With the new design, you can use any tripod that you want to mount the Gear 360 and you can mount it almost any way you want.

One of the biggest gripes users had about the original Gear 360 was that it was only supported by Samsung’s latest devices. This new version is essentially standalone from other Samsung devices and allows you to hook up other Android devices or even iOS devices since it connects via Bluetooth and Wi-Fi. The current model supports Bluetooth 4.1 and 802.11 a/b/g/n/ac Wi-Fi and microSD card sizes of up to 256GB (double the original) which should be enough. Samsung provided us with a 32GB memory card and at the current settings that yields over 2 hours of 4K footage, 10,000 15 Megapixel photos, three hours of 1/2 second time lapses, three hours of 5 minute video loops and over 10,000 HDR landscapes.

The resolution for video has also been bumped from 3840×1920 at 30 FPS to 4096×2048 at 24 FPS indicating that we probably won’t see a huge improvement in image quality. Speaking of image quality, the new Gear 360 only captures 360 images at 15 megapixels instead of 30 which seems to be indicative of the smaller sensors which are 8.4 megapixels as opposed to 15 on the original model. Video is recorded as MP4 files using the H.265 codec much like the previous Gear 360. Below are the supported video formats for the new Gear 360.

Supported Video Formats: 4096×2048 – 24 FPS, 2880×1440 (30 fps), 2560×1280 (60 fps), 1920×960 (30 fps), 1440×720 (120 fps)

They have also reduced the battery size from 1,350 mAh to 1160 mAh, which is also likely why the new camera is so small and makes sense because it uses smaller sensors which should drain less power.

First Impressions

Overall, this new Gear 360 is more comfortable to use and solves the original’s biggest problem — compatibility. Samsung realizes that they need users to generate as much content as possible to enable demand for VR and 360 content in general. Without content, VR will never survive and the 2017 edition of the Gear 360 is a step in the right direction.

We are still waiting on official pricing, but I genuinely hope that it comes in under $299 because cameras like the Insta360 Air is already $129 and the Insta360 Nano is $199. Admittedly, those are not for 4K footage, but they are much cheaper. Price is a factor for mass market adoption and $349 for a device that was only compatible with Samsung devices was unpalatable for many. The app for the new Gear 360 (2017) is still in beta and the old app is not compatible with this new Gear 360 (we tried).

We will be following up with a more in-depth review once we’ve spent more time than a day with the camera. Including multi-device usage and more.

Anshel Sag is an analyst for Moor Insights & Strategy and, like all research and analyst firms, provides or had provided research, analysis, advising, and/or consulting to many high-tech companies in the industry, including Samsung and others. I do not hold any equity positions with any companies cited.

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I Am Because of You Is Impactful VR Created On A $10,000 Budget

I Am Because of You Is Impactful VR Created On A $10,000 Budget

VR and 360-degree media creation are becoming more and more accessible as inexpensive software and cameras are made available, but they’re still pricey endeavors. Take into account that you’re not just shooting footage in one direction and you’ll understand that the immersive content can be a stout investment of time as well as money. That hasn’t stopped cash-strapped creators from utilizing this new way to tell stories, and one organization, Impact Network, did quite a bit with a little for their immersive experience. I Am Because of You was put together in Africa with only $10,000 and we chatted with Ben Bernstein, the director of the film, along with Impact’s VP of internal relations Emily Anderson about how they managed.

I Am Because of You takes place in the eastern province of Zambia in South Africa, following 10-year-old Janet as she takes us on a tour. With dreams of being a teacher, Janet gives us a glimpse into the musical and visual aspects of Zambia through her home, school, and dance practice. The feature was shot in eight days, but the team had to operate with precious daylight in mind. “We shot the experience at rural schools in off-the-grid communities,” says Anderson. “We relied on one solar panel to charge all our equipment and power laptops for editing during production.”

Impact Network has built schools across under-served communities in Zambia, bringing activity-based eLearning to citizens that lack educational resources. On these schools, the organization has installed solar panels to power their daily curriculum and one of those is what the film crew used.

Does VR alienate teams with small budgets?

Anderson suggests other charities with similar VR film projects created their content with roughly $100,000 to work with, but the crew for I Am Because of You had $10k and played it smart to squeeze as much as they could out of it.

“We used the best mid-range gear we could find and I think we just did our homework and got a lot of mileage out of it,” says Bernstein. “We also shot a ton, embracing the documentary style, and picking out golden moments in post [production].” The gear used includes a go-pro three-camera rig and they were able to get the full 360-degree shots by having the go-pros equipped with 220-degree fisheye lenses.

The team for I Am Because of You obviously completed their project despite the budget, but are they the exception to the rule? Does VR, at its current stage, alienate smaller groups with its cost of entry?

“To some extent, producing any kind of communications asset costs money and excludes some groups depending on budgets,” Anderson explains. “But in general, and compared to various options that an organization can choose from to promote itself, no, I don’t think that VR in its current form alienates groups without large budgets.”

With a team of “resourceful people committed to making a beautiful film and promoting an important cause” as described by Anderson, the budget was not an obstacle at all.

January 27, 2015 – Joel Village, Eastern Province – Photos from Lusaka to Joel Village, Eastern Province, Zambia during project for Impact Network. Photo by Kristyn Ulanday

Philanthropic VR

Telling a moving story is crucial to the work of organizations like Impact Network. Philanthropic topics may not be as interesting outside of the people already fully invested in different efforts, but engaging media can open the eyes of others. VR is certainly a great tool for storytelling, something both Anderson and Bernstein recognize.

“I believe VR provides specific benefits to charity and hope that one of the outcomes of our production experience is that other smaller non-profits go for VR,” Anderson said.  There’s a 36-hour travel gap between New York to Eastern Zambia and she feels VR can be an engaging bridge that shares what it’s like to work in rural communities.

As heavy as some of the topics can be for these types of experiences, Bernstein thinks that virtual storytelling benefits the team most by letting the viewer gently explore.

“Guided immersion as opposed to driving one point home,” he says. “I think this really works for social causes because it lets people discover a little more for themselves why something is important, rather than just be told.”

Either way you look at it, there’s a home for philanthropic movements on virtual platforms and may open up conversations in ways not seen before.

“Because VR can evoke empathy pretty strongly, the technology can drive change because it actually creates a feeling of ‘ubuntu’ between viewers and characters,” Anderson expresses. In the 1950s, the term “Ubuntu” was popularized as a worldview that essentially boiled down to humanity toward others or the belief that there’s a universal bond that connects us all. A South African term, it embodies the spirit of this VR experience and even inspired the title. No matter how many miles between us, VR offers an opportunity to bridge gaps in a meaningful way.

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