You Want It Darker: What the Tribeca Immersive Lineup Tells Us About the State of VR

You Want It Darker: What the Tribeca Immersive Lineup Tells Us About the State of VR

In recent months, a handful of speakers and leaders in the VR community have started positing that the medium can serve as a time capsule for future generations to interact with the current moment in a more interactive way, certainly besting those rotting boxes we buried in schoolyards in the eighties. If this does come to pass, and civilizations 50 years from now come across this year’s Tribeca Immersive pieces, they’ll think that 2017 was a very dark time, indeed. This year’s lineup, with 29 pieces in total, offers almost no respite from the worries of the world — but should it?

The first point, of course, is that context matters — Tribeca is a serious film festival overall, so keeping VR selections in the same vein makes sense. With that in mind, it’s always worth pointing out that the art form is still new, and for at least a chunk of the attendees will be their first experience with the technology. If someone comes to learn about VR, spends an hour jumping between headsets and witnessing devastation, and then leaves wanting to go home and cry, will they be excited to come and try VR again?

That being said, the lineup we have is what we have — and it breaks down into roughly three buckets. The first bucket is social and political content, firing up the old Chris Milk empathy machine. Interestingly, Milk’s pieces are some of the less intense ones in the lineup — The Possible: Hoverboard is a look at the creator of the Omni Hoverboard; Life of Us is a story of the Earth’s evolution; and Hallelujah is a VR experience of the Leonard Cohen track.

Aliens have destroyed everything and brainwashed your lover…and that’s one of the lighter pieces at this year’s Tribeca Immersive Virtual Arcade.

Also on display though will be the Last Goodbye, an interactive story of a Holocaust survivor touring a concentration camp; Becoming Homeless, where the viewer experiences the challenges of life without a home; and Step to the Line, about life inside a maximum security prison. All are worthwhile artistic endeavors, but it does beg the question of where viewers are supposed to go once the headset is off. This has been one of the biggest problems with socially conscious VR — if all the user does is experience something for a few minutes and then walk away relieved they aren’t in a refugee camp, it amounts to nothing more than tragedy porn. If the pieces can direct people to concrete actions and solutions (not an easy task) then they can accomplish something real and worthwhile.

The second bucket is narrative experiences, and these aren’t any more cheerful than the social and political content. Moth+Flame’s Remember Remember (full disclosure: I have consulted on projects for Moth+Flame but was not involved in the production of this piece) explores false memories and virtual gaslighting against a world-destroying alien invasion; Alteration tells to story of an AI experiment that turns out to be vampiric; Sword of Baahubali asks users to find a warrior’s sword and is based on a popular Indian film. With the exception of the last piece, most of the narratives explore loss and tragedy, again reflecting the dark mood of the creative community.

The third bucket is what I’ve dubbed experiential fantasy; it’s a bit of a catch-all term for experiences that fall outside the documentary or narrative realm but are still participatory. And again, even these have a menacing air — Boabab’s Rainbow Crow starts with carefree forest animals who realize their lives are in danger; Sergeant James explores whether the monsters under a child’s bed are real; and Bebylon Battle Royale imagines immortal babies attacking one another. It’s basically a chance to participate, at least virtually, in any number of dystopian fantasies that seem only less real than what’s happening on the streets outside.

Again, Tribeca is not representative of all VR pieces, and should be seen for what it is. But it’s also one of the most prestigious film festivals around, and what it tells us about the state of VR is that many creators are mirroring the current political and social mood — one of fear and mistrust.

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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Rondo360 Aims To Streamline Audio Tools For VR Videos

Rondo360 Aims To Streamline Audio Tools For VR Videos

A toolset from audio company Dysonics aims to streamline the process of building highly immersive audio for non-interactive projects like 360-degree videos.

The new Rondo360 software toolset compatible with Mac is now available for a free trial ahead of a $480 annual license (a PC version is planned for a later release). We tried a version of Dysonics technology in late 2015 that gave an early sampling of what it is like to have sound in a 360-degree video project change depending where you turn your head. In short, it is a massive upgrade and integral to drawing people into a 360-degree project.

Audio tools for VR have improved considerably over the last year or so, with Valve recently purchasing a company that allows it to offer Steam Audio for free to developers creating interactive experiences. Rondo360 is meant more for the creators working with 360-degree videos. With a subscription to the software, Dysonics says for a limited time the company will throw in the RondoMotion sensor you can attach to a pair of headphones, allowing creators to test motion-tracked video in front of their traditional audio workstation.

Audio engineers working with captured VR content should note the following set of features listed by Dysonics for Rondo360:

  • Unlimited Audio Sources
  • Full DAW support (AAX, VST, AU)
  • MTB (Motion-Tracked Binaural) Encoder/Decoder
  • Source Automation
  • First Order Ambisonics Encoder (ACN / FuMa)
  • First Order Ambisonics Decoder
  • Universal Binaural Converter
  • Advanced Room Modeling
  • Best-in-Class Surround Sound Spatialization
  • YouTube Ambisonics Decoder Preview
  • RondoMotion Device Support for Real-time 360° Previewing
  • Audio/Video Sync

We spoke with Dysonics co-founder and CTO Robert Dalton Jr. about the latest software and how it differs from existing toolsets.

Our goal with Rondo360 is to streamline the content production process,” Dalton said. “You’re using your normal digital audio workstation, doing your normal audio post-production … then send it to Rondo360 that does spatialization. Then we export a final … there’s a lot of new things you can do that you couldn’t easily do before, so you’re able to create a richer and more immersive experience.”

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SXSW 2017: You’re A Pig Before The Slaughter In This VR Experience

SXSW 2017: You’re A Pig Before The Slaughter In This VR Experience

The immersion of virtual reality experiences can be harnessed to educate, terrify, inspire, or entertain. Some experiences eschew the entertainment aspect, instead shooting for something impactful that may even change your real life routine once you step out of the virtual space. iAnimal is one such experience that gives an immersive look into farms and factories with the goal of eliminating cruel conditions for animals.

At their SXSW booth, passersby are given the choice of chicken or pig for their virtual experience. I chose the pig and was transported into a claustrophobic pen with a fellow pig the next pen over trying to interact. After that, you’re taken through a handful of scenes that make it tougher and tougher to sit through the roughly 5-minute video as you witness mother pigs rendered motionless to be fed on, a grown pig shaking itself loose after having its neck cut open, and a couple pigs being euthanized via electrocution. The hosts were there to inform and comfort those that watched iAnimal, hoping that they’d leave an impression on at least some of those that stopped at their booth.

It doesn’t take a lot of thought to figure out what path an animal takes before it gets to your plate, but iAnimal was still an eye opener. Pictures of such conditions are heartbreaking but don’t show the situation in the same way this immersive experience set out to do. You’re isolated beneath the VR headset and headphones, basically watching from the perspective of an animal as the typical day-to-day horrors transpire in these environments. When you look around the 360-degree video you’ll often catch other gruesome activities taking place. The team behind the project has already reached over 22,000 people with the iAnimal experience ,and it joins a long list of VR experiences attempting to leave such a deep impression that people seek change afterward.

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FCC Filing Offers Possible First Look At Samsung’s New 360-Degree Camera

FCC Filing Offers Possible First Look At Samsung’s New 360-Degree Camera

In August last year Samsung released the Samsung Gear 360 Camera. This small little sphere came complete with dual fisheye lenses and a small tripod. It was the perfect introductory gadget for those looking to capture the world around them in 360 degrees. We may now have our first look at what a follow-up product could be.

According to an FCC filing from Samsung, a new 360-degree camera looks to be in the works. The document is of course heavy on details pertaining to the camera’s wireless capabilities and one section in particular is meant to show the distance between the unit’s dual antennas, but it also may provide the first image of Samsung’s new device.

The new design seems to be forgoing the original Galaxy Gear 360’s easily recognizable tripod style. This camera, however, looks like it might be designed with handheld photography in mind. The Gear 360’s dual fisheye lens design appears to repeated in this potential new model as well.

Samsung will be holding its Unpacked event in New York and London in two weeks. Unpacked is traditionally a place where Samsung makes new product or upgrade announcements. We’d guess one of those announcements will be a new 360-degree camera that resembles the one pictured above.

The Samsung Galaxy Gear 360 camera currently retails for $299. Samsung is also the manufacturer of the $99 Gear VR headset and recently revealed a new model of that device as well. We will be bringing you live coverage of Unpacked on March 29.

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AMD’s Radeon Loom 360 Tech Aims To Make VR Journalism More Efficient

AMD’s Radeon Loom 360 Tech Aims To Make VR Journalism More Efficient

For the tech, film, and gaming exhibits SXSW, VR and 360-degree media will be leaving a major imprint. From promotional work for different brands to VR roller coasters, you’ll be hard pressed not to run into some sort of immersive content. Graphics chip giant AMD will be represented in many of the different sessions taking place, but they’re specifically going to have some new technology on display that could change journalism in a big way.

Journalists have started taking advantage of 360-degree media, even going so far as having dedicated shows that utilize the format exclusively. Cameras are becoming more accessible and powerful, but there are still strides to be made when it comes to the production, editing, and streaming of such content. AMD is trying to take steps forward with their Radeon Loom 360 stitching technology, lowering the complexity of stitching together the footage pulled from the many cameras needed for 360-degree video to enable stitching in real-time. UploadVR discussed the new technology over email with AMD’s head of software and VR marketing, Sasa Marinkovic, ahead of their SXSW panel “Virtual Reality: The Next News Experience” taking place on March 14.

UploadVR: How will real-time stitching impact 360-degree production crews the most?

Sasa Marinkovic: Previous hardware and software limitations meant that it would take many hours or days to stitch a high-resolution 360-degree video, which clearly posed a major challenge for 360-degree production crews. While some stories can wait, many cannot, especially those we consider “breaking news” events.

Radeon Loom, AMD’s open-source 360-degree video-stitching framework, helps to resolve this issue, empowering production crews to capture and stitch content in real time and produce immersive news stories with almost the same immediacy as other digital or broadcast mediums.

There are still a few challenges that need to be resolved, both in terms of the kind of equipment being used and how the equipment is being used. There are various types of journalism, from news reporting (short to intermediate time frame) to investigative storytelling and documentaries (intermediate to long term). The type of the story will dictate how quickly the story needs to be published, and therefore the kind of editing that needs to be applied.

For a real-time setup, placement of all the equipment also needs to be considered. Each situation is unique, but you can imagine several different scenarios, such as filming an interview with a single rig or broadcasting a live concert with multiple camera rigs. With 360-degree cameras, you don’t generally get to have a camera operator behind the camera since he/she would be seen. So you probably want to locate the stitching and/or viewing PCs far away or behind a wall or green screen, for example.

UploadVR: Could this be the type of technology that could help cable news networks break into the 360-degree platform for their live showings?

Sasa Marinkovic: As previously mentioned, previous hardware and software limitations meant that it would take many hours or days to stitch a high-resolution 360-degree video, which meant that 360-degree content was often reserved to longer lead mediums, like investigative reporting and documentary journalism.

Radeon Loom, in combination with our Radeon GPUs and the fastest CPUs, enables both real-time live stitching and fast offline stitching of 360 videos. What this means is that even breaking news stories can be shown in 360-degree video, creating the ultimate immersive experience in events as they unfold.

This has the potential to invigorate journalism, and really all storytelling, adding immediacy to immersion. Just imagine how impactful it would be to watch street demonstrations live in 360 degrees, such as those that have taken place in Cairo’s Tahir Square.

UploadVR: What are the immediate benefits of using VR for journalism? Any perceived obstacles that must be overcome?

Sasa Marinkovic: This innate desire by people to immerse themselves in 360-degree images, stories and experiences is not new to our generation. In VR, however, for the first time ever, the spectator can become part of the action – whether it’s recreating a historic moment or attending a live sporting event – from anywhere in the world. The experience in VR is like nothing we have ever experienced before, aside from real life. However, there are still some basic problems that need to be worked on, such as parallax; camera count vs. seam count; and exposure differences between sensors.

  • Parallax: First, the parallax problem. Very simply, two cameras in different positions will see the same object from a different perspective, just as a finger held close to your nose appears with different backgrounds when viewed from each of your eyes opened, one at a time. Ironically, this disparity is what our brain uses when combining the images to determine depth. At the same time, it causes problems when we try merging two images together to fool your eyes into thinking they’re one image.
  • The number of cameras vs. the number of seams: Using more cameras to create higher resolution images with better optical quality (due to less distortion from narrower lenses as opposed to fisheye lenses), also means having more seams. This creates more opportunities for artifacts. As people and objects move across the seams, the parallax problem is repeatedly exposed with small angular differences. It’s also more difficult to align all the images when there are more cameras, and misalignment leads to ghosting. More seams also mean more processing time.
  • Exposure variances: Third, each camera sensor is observing different lighting conditions. For example, taking a video of a sunset will have both a west facing camera looking at the sun and an east facing camera viewing a much darker region. Although clever algorithms exist to adjust and blend the exposure variations across images, it comes at the cost of lighting and color accuracy, as well as overall dynamic range. The problem is amplified in low light conditions, potentially limiting artistic expression.
  • Storage: The amount of data that 360-video rigs generate is enormous. If you’re stitching 24 HD cameras at 60 fps, you generate around 450 GB /minute.

We want to unleash the creativity in the industry for cinematic VR video experiences, and the mechanics of creating high-quality 360-video to become common place. We’re going to do everything possible to make it as easy as possible for developers and storytellers to create great content, in real-time.

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From Within: Why VR And Empathy Go Hand In Hand

From Within: Why VR And Empathy Go Hand In Hand

“TV shows and books can elicit emotions, but you always realize you’re watching TV or reading a book. In VR, you are so immersed in the technology that lizard part of your brain doesn’t recognize you’re in VR and just accepts this is where you are now.”

I’m speaking to journalist and author David M. Ewalt on a topic on the mind of every VR enthusiast and critic – how the innovation can transport us into worlds in a way unlike any other medium to date, and thus can be the ultimate empathy machine. Ewalt is the author of the forthcoming Defying Reality: The Inside Story of the Virtual Reality Revolution, and he’s enthusiastic about what VR has done so far and where it’s headed.

David M. Ewalt

“VR pokes a deeper part of your brain,” Ewalt says, “And the more real the film is, the more emotions you’ll experience, whether joy, fear, laughter, so on.”

 

As many VR insiders may know, VR can change how we see each other, and thus have the potential to be a life-altering technology for the better. One of VR’s key strengths is tapping into an emotional wellspring that may only be grazed by the other media such as TV, film and literature. When you’re so embedded in an environment, especially when you have control over where you go and what you see, the experience can be so immersive you might actually shed a tear under those Rift goggles.

A Powerful Tool For Understanding

Look at how charities and government agencies are using VR for their campaigns. The UN and Unicef teamed up to create a documentary about refugees two years ago called Clouds Over Sidra. Viewers are dropped into the Za’atari refugee camp in Jordan and their guide is Sidra, a twelve-year-old Syrian girl who is just recognizing the limits and promise of her new home.

“It would be ideal to bring potential donors to the actual site but this is the next best thing,” says Deanna Shaw, vice-president of direct and integrated marketing at Unicef Canada. “But the exciting thing about VR is that we can bring that experience to non-donors too to build awareness about the plight of children worldwide.”

Shaw adds that when viewers have more control over what they see, by looking up, down or side-to-side, “more senses are firing and the film is more memorable.”

Socrates Kakoulides, a senior producer for the UN, says in an interview he loves that more advocacy groups are “embracing VR to make it a humanistic art form.”

Besides helping lead the team to produce Clouds Over Sidra, he was also behind Waves of Grace, a VR film aiming to draw attention to prejudice toward Ebola survivors. “There is lots of stigma around ebola survivors,” Kakoulides notes, “and we wanted to bring that proximity, that closeness, to our film’s subject so the viewer can feel more in tune with what she’s gone through.”

Aaron Koblin

Ewalt notes an important point about VR: “You’re not an outside observer. You are there with someone, or you’re one of the participants.”

Pulling From Within

Aaron Koblin, co-founder and CTO of VR storytelling company Within, recognizes the value of VR as an empathy-inducing technology, telling me: “[With VR] comes a sense of vulnerability: you feel the dangers in a more visceral way, and you feel the presence of other people as though they’re real and therefore can more easily connect with and relate to them – which of course are the seeds of empathy.”

He adds: “Virtual reality is this incredible way to tell stories, and just like we made the shift from radio to TV to movies, I think VR is really the next natural step for the future of entertainment.”

Nursing scholar Theresa Wiseman identified four elements of empathy: See the world; appreciate other people as human beings; understand feelings; and communicate understanding. Looking at VR films such as Clouds Over Sidra or even Valen’s Reef, which educates viewers on conservation challenges, those films tick off the empathy boxes.

Visiting Another Time And Place

In a VR film, designed to create an intimacy to a subject matter we may not be familiar with, we can see the world literally through the lens of someone deep in the trenches. It may be ugly and uncomfortable, but we can’t look away.

We also experience the corollary symptom of appreciating what other people are enduring, such as seeing the devastation of a region through the eyes of Sidra. That teleportation to her world aligns us to her fears and desires, without the filter of a third-party telling us what she’s living through.

If we are willing to be open-hearted and open–minded while immersed in VR, then we have the capacity to recognize someone’s feelings in a deeper way compared to other media. Once haptic technology is fully realized, we’ll soon be to able to reach out and touch a documentary’s environment to be even more ensconced in the trauma or joys on display in the captured footage. When more of our senses are engaged with the film, it’ll be hard for us not to sympathize with the plight of the characters.

The last characteristic of empathy – communicate understanding – is asking the viewer to take the next step once the goggles are off. While Unicef didn’t have any data on increases in donations after Clouds Over Sidra was released, Shaw says its awareness-building feature was invaluable, especially since it stood out from other projects that could be pulling at our attention.

Ewalt offers a caveat, though, to this discussion of VR building more compassion among viewers. “I don’t think VR can create empathy where it doesn’t exist. If you are an empathic person and want the world to be a better place and can watch a VR film like Sidra, it’ll bring out empathy within you that already exists. But if you’re not empathetic, not even the most convincing video will work for you. VR magnifies what’s already within the audience.”

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3D and 180-Degree Videos Get PSVR Support From Littlstar

3D and 180-Degree Videos Get PSVR Support From Littlstar

Littlstar appears to be the first app for PlayStation 4 to allow access to USB drives with support for a wide range of VR videos including 3D and 180-degree content.

The feature should arrive in the next update to the Littlstar app on PS4, version 1.07. According to Littlstar, the update has been submitted to Sony and should start hitting systems in the coming hours as a beta feature. The feature isn’t endorsed or suggested by Littlstar as being used for this purpose, but this functionality should mean easier access to a wider range of content on PS4, including adult content.

“Littlstar had to request special permissions to have access to the USB port for sideloading content,” wrote Littlstar CEO Tony Mugavero in an email. “The player will support 2D and 3D 360 and 180 content, something the PlayStation player does not currently support (they only have basic 2d 360). We are the only company to have this available, so it’s an exclusive feature to Littlstar on the PSVR. The community was asking us for this because Sony doesn’t have a proper player to support it, so this was really an effort for the community. There were people offering to pay us for it, but we’re offering it for free and just asking for registration. This will enable content creators to preview and showcase content on the PlayStation without needing to go through a potentially lengthy process of upload/transcode/delivery via Littlstar. We’re excited to get this feature out there, and look forward to iterating with the community on future projects.”

The update should enable a much-desired feature for some PS4 owners — the ability to watch a wide range of VR porn downloaded from one of the many websites offering that type of content. For example, as of this writing one of the leading providers of adult VR content, Virtual Real Porn, notes on its website (NSFW) that its videos only play in 2D on PlayStation 4.

There are a number of methods on both PC and mobile headsets for people to load up whatever videos they want stored locally or over of the Internet. Streaming content in VR can dramatically limit the quality of the video, though, and pornographic content typically runs against the rules imposed by sites like YouTube. So for those looking for a high-quality adult video, the best option typically is to download the video and then use an app that “sideloads” the content.

Sony’s own Media Player app appears to only support 360-degree videos and doesn’t support 3D content, though we haven’t tested ourselves. A large number of adult videos, however, are shot in a 180-degree format while some others are shot in 3D. Adding support for this content might essentially establish Littlstar as the go-to app for folks looking to watch a wider range of content on PlayStation 4.

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With LiveSYNC You Control 360-Video Playback of Multiple Devices

With LiveSYNC You Control 360-Video Playback of Multiple Devices

The portability and affordability of mobile VR is inspiring developers from all walks to create games, educational apps, or even productivity software for the platform. Though dependent on the types of phones users have, there’s an incredibly large install base already in place so it’s just a matter of capturing their interest and keeping it. 360-degree photos and videos are growing in their popularity and some devs are creating social apps centered on that type of media, but companies are using it for presentations as well. LiveSYNC is a tool for use reminiscent of the latter, allowing presenters to sync up video to any number of devices.

Finwe Ltd is a Finnish company that was founded in 2006 by a group of research scientists and the company’s focus is on high-quality mobile software. “Finwe has been developing high-end 360 video presentation solutions for global customer base over 4 years,” says CEO of Finwe Juha Kela in the press release for the announcement. “We showcased our first 360 video player in MWC 2013 and added VR mode a few months later.”

They’ve come a long way since then and LiveSYNC looks to be a culmination of their advancements, bringing their best technologies involving 360-degree video all into one program. Imagine conference rooms around the world all holding an event at the same time, all filled with people wearing mobile VR headsets, and you’re picturing the type of setting LiveSYNC wants to thrive in. For all of those attendees, the program allows one presenter to observe and control the video playback on the devices simultaneously with an iPad. Not only will they be able to stop and start, they’ll be able to switch the video to another clip and even add messages into the 360-degree space their viewers are immersed in at that time. You can also share any player’s view to a television screen with HDMI or wirelessly with AppleTV.

LiveSYNC can currently be requested as a combination of controller app and players for iOS, Android, GearVR, and Daydream platforms, which can be soon downloaded from the app stores and you can contact the team at sales@finwe.fi.

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Wilder vs Washington: Stream Tonight’s PBC Heavyweight Title Fight In VR

Wilder vs Washington: Stream Tonight’s PBC Heavyweight Title Fight In VR

NextVR seems to be quite the busy bee. The virtual reality company continues to be a constant when it comes to live streaming major events, having just wrapped up highlights from New Orleans for NBA All-Star Weekend.

This weekend, VR users will have the best seats in the house as FOX Sports and NextVR partner up to stream three Premier Boxing Champions matches including the long-awaited fight between undefeated fighters Deontay Wilder and Gerald Washington for the heavyweight title.

FOX Sports regularly broadcasts big sporting events. For example, they’ve had a running partnership with the UFC for headlining fights or even the fights leading up to pay-per-view cards. The partnership with the PBC is one that was established last year when NextVR and Fox Sports teamed up to broadcast Garcia vs Guerrero. This year they’ll be giving us a look into three matches, topped off with a meeting between two undefeated heavyweights:

  • Match 1: 10-round heavyweight fight between hard-hitting Dominic Breazeale (17-1, 15 KOs) and undefeated Izuagbe Ugonoh (17-0, 14 KOs).
  • Match 2: Junior middleweight title fight between once-beaten Tony Harrison (24-1, 20 KOs) and undefeated Jarrett Hurd (19-0, 13 KOs).
  • Match 3: Title fight against undefeated heavyweight champion Deontay Wilder (37-0-0, 36 KOs) as he defends his world title against unbeaten contender Gerald Washington (18-0-1, 12 KOs).

The live broadcast starts tonight at 8 p.m. ET and can be accessed via the NextVR app on Oculus Home or Google Play.

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Brothers Fight On Opposite Sides of the Civil War In My Brother’s Keeper

Brothers Fight On Opposite Sides of the Civil War In My Brother’s Keeper

From weekly news shows to mini-documentaries, 360-degree video continues to grow as a medium for storytelling. Creatives, journalists, and more are taking to the platform and giving audiences a perspective that not only shows off more angles of a story than previously allowed, but draws the audience in like no other platform could.

While many new and upcoming events continue to get the 360-degree treatment, some creators have been recreating historic events within the platform. The historic event under the immersive microscope this time is the Civil War as PBS Digital Studios takes us into the conflict with their 360 short My Brother’s Keeper.

Mercy Street is a period medical drama that follows nurses and doctors in Alexandria, Virginia during the Civil War. It’s currently on its 2nd season, which started in January this year, and My Brother’s Keeper is a feature inspired by the series.

“We are at the dawn of a new era in narrative filmmaking in which the visual vocabulary of cinema, as well as the production process, is being completely reinvented,” said executive producer of the film Don R. Wilcox in a blog post. “I think My Brother’s Keeper in its own way does a remarkable job of advancing this evolution.”

In a matter of nine minutes, My Brother’s Keeper tells the fictional tale of two brothers (inspired by true stories from the Civil War) that each fight on the opposite side of the war. The production crew used over 150 Civil War reenactors in the short as they reunited the two characters at Antietam, which was one of the bloodiest battles in American history. The short alternates between the points of view of both brothers until the final conflict and the filmmakers utilized a couple techniques not seen frequently in 360-degree content.

Using the Jaunt ONE camera at 120fps, one the battle scenes utilizes slow motion. Another technique forced viewers to focus on an 180-degree portion of the film, blurring out the rest. While that technique did make it easier to follow the action the filmmakers intended at those moments, at some points the characters would look or point their weapon off in a particular direction. To look that way only to be met by a blurry haze breaks the immersion.

 

The film was shown at the Sundance Film Festival, but is now available to be seen on Viveport,  JauntVR, and PBS.org.

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