With companies such as Samsung looking to corner the 360-degree camera market with affordable devices like the Gear 360, while Google is going for increased depth with VR180 cameras, HumanEyes Technologies aims to conquer both thanks to its new Vuze XR camera. Having made its US debut last week at the NYVR Expo in New York City, the camera is gearing up for a November launch.
Unveiled earlier this summer, the Vuze XR is an innovative device that enables the capture of 2D 360° or stereoscopic 3D VR180 video and pictures.
Able to switch between the two modes with a quick click, the camera features video resolution at 5.7K at 30fps or up to 4K at 60fps (H.264 MP4), with stills coming in at 18MP. There’s 4K/30fps in-camera stitching available, with desktop stitching at 4K/60fps or 5.7K/30fps when edited with Vuze VR Studio software.
And thanks to the Vuze XR Mobile App for iOS and Android devices, users have access to remote camera control via a Wi-Fi connection, photo and video preview, basic and advanced editing, stabilization control, photo and video filters, and the ability to upload to social media, as well as live streaming.
“In designing the Vuze XR, we set out to deliver a camera that offers the ultimate in versatility to both consumers and professionals, and to do so at a price point that is within reach of just about everyone,” said Jim Malcolm, GM, North America for HumanEyes in a statement. “Its innovative, compact design essentially does the job of three cameras, making it ideal for activities like hiking, concerts, outdoor adventures and travel where you need to travel light, yet want the freedom to capture your experience in a variety of formats.”
There’s currently a limited time Vuze XR pre-order bundle available which includes: the Vuze XR Camera, a 360° Underwater Housing, a 64GB MicroSD card, and free global shipping — all for $439 USD until 4th November 2018. For further updates from HumanEyes Technologies, keep reading VRFocus.
An increasing number of creators are taking up the challenge of crafting 360-degree videos, as the spread of platforms allowing more and more consumers to enjoy 360-degree content. However, for many users, the hardware needed for creating 360-degree and virtual reality (VR) remains out of reach. HumanEyes Technologies is seeking to address this by offering the new Vuze XR camera for pre-order.
The company says that the new Vuze XR Camera allows consumers and professionals to create and share 360-degree or VR180 content, both of which can be captured in 5.7K resolution. The camera will include the Vuze Mobile app for both Android and iOS along with desktop editing software for Mac and Windows.
“People want to bring their content to life and they want to share their experiences for others to enjoy. We created a dual 360° and VR180 camera, along with a companion mobile app, giving anyone the ability to capture high quality immersive experiences that can be shared in the moment. The Vuze XR Camera makes it easy and fun to share all of your favorite moments from every angle,” said Shahar Bin-Nun, CEO of HumanEyes Technologies.
Users of the Vuze XR Camera can livestream to social media, or share photos and videos with family and friends. Users can also create their own website to host and share content with the HumanEyes Zone.
The design of the Vuze XR Camera allows users to simply ‘click’ between 2D 360 mode when the camera is closed and 3D VR180 mode when the camera is open. The camera is capable of capturing footage of up to 5.7K at 30fps or up to 4K at 60fps.
The Vuze XR camera can be pre-ordered from the official Vuze website, priced at $439 (USD). Accessories such as the tripod (priced at $29.95) and an underwater case (priced at $99.95). The Vuze XR camera is being demonstrated at the Photokina trade show from 26th-29th September, 2018.
For future coverage of new 360-degree hardware, keep checking back with VRFocus.
It’s almost the end of the summer holidays and that means sending those little rascals back to school. It can be an expensive process getting the kids outfitted with all their stationary and school clothes, with plenty of offers around to help those finances out. Vuze, a specialist camera company that makes 360-degree, 3D devices for immersive videos and pictures has launched its own discount selection for professionals, prosumers, and students alike, knocking 20 percent off for a limited time.
Available through the official Vuze website as well as additional retailers including Amazon.co.uk and Scan, there are two Vuze cameras on offer. The original Vuze VR Camera is currently retailing for £559.20 GBP instead of £699.00. While the upgraded Vuze+ VR Camera – which features LIVE preview and LIVE broadcast – is down to £880.00 from £1,100.00.
In addition to the cameras on their own Vuze has included several of the accessories and underwater bundles in the sale. While the Vuze VR Underwater case isn’t in the sale, for those keen on underwater video the Vuze+ Camera and Underwater Housing Combo package is £2,400.00, instead of £3,750.00, with the Vuze Camera and Underwater Case kit retailing for £2,095.00 instead of £3,349.00.
All the items are on sale now until 5th September 2018, and come with free worldwide delivery.
In addition to the discount announcement Vuze has also revealed that it’s newest camera, the Vuze XR will be on public display for the first time during Photokina 2018 in Cologne, Germany, between 26th – 29th September.
Originally unveiled last month, the Vuze XR aims to offer the best of both worlds when to comes to immersive video recording for the consumer and prosumer markets. Designed to switch effortlessly from 2D 360-degree capture to 3D stereoscopic VR180, the camera features a 5.7K resolution and the ability to live stream content to social media channels through a smartphone. While a price has yet to be confirmed the Vuze XR is expected to retail around the €400 EUR mark.
For any further updates from Vuze, keep reading VRFocus.
There are a number of products out there that cater to creators who want to capture 360-degree video footage, or those who prefer to use the stereoscopic power of VR180, but so far, not many products are capable of doing both. HumanEyes Technologies is hoping to fill that gap with the upcoming Vuze XR Camera.
The newly unveiled Vuze XR Camera is aimed at the consumer to prosumer market, and has been designed to allow creators to switch effortlessly from 2D 360-degree capture to 3D stereoscopic VR180 with just the touch of a button.
The camera is capable of capturing both high resolution still photos and full motion videos in with 5.7K 360-degree video or VR180 formats. Users will be able to ‘click’ between modes by switching from ‘closed’ for 360-degree mode to ‘open’ for VR180 mode.
HumanEyes Technologies say their goal with the design of the camera is to create a portable, easy-to-use device which seamlessly combines two advanced capture systems into something pocket-sized. As well as recording video, the images can also be live-streamed to several social media platforms.
“The Vuze XR Camera is a must have for anyone with a story or special moment to share, from consumers to prosumers. With powerful 360° and VR180 5.7K camera technology built in, along with instant sharing and a live streaming mode, anyone can enjoy the freedom of shooting their story, the way they want,” said Shahar Bin-Nun, CEO of HumanEyes Technologies. “One camera can now live stream in 360° from a concert, take immersive VR180 pictures of the band, and record your friends singing along to edit and share the full experience later. We’re giving users the freedom to spontaneously shoot content from all angles, or only a few, and we can’t wait to see what’s created with it.”
The company plans for the Vuze XR Camera to be available by Q4 of 2018. For further news on the Vuze XR Camera and other VR hardware products, keep checking back with VRFocus.
HumanEyes Technologies have announced the launch of a new education program dedicated to putting virtual reality (VR) cameras into the hands of educators so they can develop immersive VR curriculum to give students the full capabilities to learn how to produce and share immersive VR content. Dubbed ‘VR Horizons’, the program will leverage the skills and experience of education institutions to help develop the curriculum into the best it can be for students hoping to master the immersive median.
As part of the launch, HumanEyes Technologies have also announced that several leading higher education institutions and secondary school districts that are already using the Vuze VR Camera, including The University of Oklahoma’s journalism and mass communication college, Gaylord College, as well as Stow-Munroe Falls City Schools.
“We believe that VR has a key place in the classroom for educators to build a curriculum that prepares students to join the future workforce. We are proud to support educators who do such an amazing job giving students the best start in their careers. Personally, and as a company, we are excited for the opportunity to help bring the innovative Vuze VR Camera to students,” said Shahar Bin-Nun, CEO of HumanEyes.
The University of Oklahoma’s Gaylord College incorporated the Vuze VR Camera into their curriculum last year to help bring innovative storytelling technology to their journalism students. Picking the camera was an easy choice for them as it was affordable and offered ease-of-use, which has allowed for them to expand the program to include narrative and commercial storytelling, with support for more immersive outputs. “We chose to integrate VR 360-degree content into our curriculum because the media industry is headed in this direction, and our students need to bring this experience to the workforce. What the students have learned will help form the basis of what virtual reality production will become,” said Kathleen Johnson, Professor at Gaylord College.
Likewise, Dave Ternent, a seventh grade STEM teacher from Stow-Munroe Falls City Schools, who teaches a VR creation class which includes 3D printing, VR software and VR content production, selected the Vuze VR Camera for its durability and support for 4K resolutions. Students are encouraged to shoot video of sports teams for video analysis of practices and players, along with 360-degree video of school plays and of students writing and directing skits where the camera is a character within the content being produced. “I want to prepare my students for the world they are going to live in, especially the design/manufacturing workplace, not what is around now,” said Dave Ternent: “3D and VR content are how companies design and create their products.”
To further encourage more education institutions to join in to the VR Horizons program, HumanEyes Technologies is offering the Vuze VR Camera is a range of new classroom friendly kits with special educator pricing available as well. For more information on the VR Horizon’s education program, including how to join and pricing, visit the website and for all the latest on HumanEyes Technologies keep reading VRFocus.
HumanEyes Technologies have revealed a new accessory for their line up of Vuze cameras with the Vuze VR Underwater Case, providing divers the chance to capture full 360-degree, virtual reality (VR) ready footage underwater.
The Underwater Case has been designed specifically to allow the Vuze cameras to function underwater by creating the conditions needed for full spherical 3D footage recording. Built with anodized aluminum the case provides a rugged, secure enclosure, that is compact and easy to hand-hold while diving, or fixing to an underwater tripod. The eight optical domes provide a full field-of-view for the eight individual lenses of the Vuze cameras, allowing for immersive video capture.
Divers will be able to relive the amazing moments of a diving experience by using the Vuze cameras and the Underwater Case to make it easy to capture high quality 360-degree, VR ready footage. From recording a dive through a coral reef, to reliving a swim full of sharks and whales, capturing and sharing these moments is now made possible and easy with the new solution.
“Whether you’re a leisure diver on vacation or a dive club capturing an underwater adventure for your members, the Vuze VR Camera and Underwater Case enables anyone to capture immersive underwater and above water 3D VR video and relive the memories over and over again by easily sharing the content with others,” said HumanEyes General Manager of North America, Jim Malcolm. “From the International Space Station to the depths of a coral reef, the Vuze line of cameras is easy for anyone to use, and we’re excited to launch this special bundle to make underwater VR content capture more accessible for diving enthusiasts ahead of the busy summer travel season.”
The launch of the Underwater Case for the Vuze cameras is being marked with the release of a limited time introductory bundle. This package contains everything a user needs to get themselves read for 360-degree VR capturing both underwater and on land. Inside buyers will find the Underwater Case Kit, a Vuze camera and a 64GB Micro SD memory card for the MSRP £2,650 (GBP) / $2,950 (USD). This bundle is the usual price of the Underwater Case on its own making it a fantastic starting point.
The Underwater Case Kit comes with a number of items as well including the Vuze VR Underwater aluminium anodized case, a Pelican 1400 compact carry case, a camera mount plate, two bridge handles, a rubber handle grip, two pairs of extra lens domes and an assortment of screws and O-rings.
For more on HumanEyes Technologies and the Vuze cameras in the future, keep reading VRFocus.
Following on from previous coverage of the Enterprise approach for VR, and VRFocus columnist Kevin Williams, looks at the latest deployment of VR into the classroom and education structure revealed during the largest education and training event in Europe.
Many of my regular followers will be familiar with the coverage I gave last year of The British Educational Training and Technology Show (BETT). So, it was with much interest that a returned to BETT 2018 to see how this initial interest in virtual reality (VR) technology was impacting the scene.
The BETT event filled London’s ExCel exhibition and convention centre, with a multitude of the latest technology learning and teaching aids – ranging from electronic whiteboards, smart teaching tablets, new 3D printing platforms, and the latest in machine learning applications to track pupil and student advancement.
Regarding VR in the classroom, the deployment of the immersive technology was still trying to define its offering – but was a force for good. The biggest presence on the mammoth show floor was from AVANTIS, building on last year’s presence, promoting their ClassVR platform. ClassVR offers a tough, self-contained head mounted display (HMD) designed for education. The unique headset featuring a see-through camera, and the ability to wireless communicate.
The company’s large booth saw a lot of interest, with AVANTIS running a special enclosure that represented a World War I trench. An illustration of how the VR platform can be used as a learning experience that fits into the national syllabus. The ClassVR system offered in a multiple eight-unit case for class teaching.
Another exhibitor that demonstrated their classroom ready VR platform was Redbox VR – offering their own ruggedly designed headsets, but in this case favouring a smart phone, rather than self-contained approach. The company having partnered to support the Google Cardboard standard for teaching (Google Expeditions). This partnership has resulted in a robust offering, with learning supported by a large content library.
Google’s educational aspirations (Google for Education) were on display, with the company coming to BETT 2018 with a big booth promoting more their educational support content and smart apps than their hardware. But that was also looking at their curriculum and classroom advantage. The company did not have many Cardboard HMDs on their own booth, but were promoting their latest augmented reality (AR) tools, and how their Google Maps application married to class-based learning – Google Expeditions comprising some 700 experiences.
One of the largest of the exhibitors on the show floor with a strong VR presence was Microsoft Worldwide Education, heavily promoting their Windows Mixed Reality offering in this sector of education. A wide selection of Windows Mixed Reality partners supported the booth with their headsets, including the HP VR1000, Acer AH101 and Dell Visor. Microsoft also promoted their Hololens AR solution, offering a comprehensive immersive platform solution, supported by a class-based VR and AR curriculum.
The Dell Visor in use at BETT 2018.People were also able to get hands-on with Acer’s HMD.The Dell Visor
These headsets were seen across the BETT 2018 show floor – a concentrated effort by the manufacturers to support a Enterprise approach to VR, rather than focusing, as other headset developers, on a mainly VR gaming-related business approach.
On the Acer booth the company presented several of their educational endeavours, along with putting the Acer AH101 VR headset through its paces with a number of experiences.
Asus was also at the event, partnering up with Intel showed their Asus HC120 VR headset, tied into their virtual classroom demonstration, allowing for the immersive environment to be displayed in real-time to other classmates.
Dell Technologies (also in partnership with Intel and Microsoft) had a comprehensive education presentation across their product range, promoted as part of their “Virtual Futures” initiative. Their Dell Visor VR headset in its educational colours, going through its paces as a teaching tool allowing pupils to “delve” inside their subjects, with VR-based learning.
Another of the supporters of the Windows Mixed Reality standard, Lenovo (once again in partnership with Intel) demonstrated their commitment to the VR learning opportunity, showing their Lenovo Explorer headset. But pride of place was also given to the new Lenovo Mirage Solo – freshly launched at CES that month, the Mirage supports the Google Daydream initiative.
The Lenovo Mirage SoloThe Lenovo Explorer
The brand-new Lenovo Mirage Solo integrates Google’s WorldSense 6DOF positional tracking, as well as supporting a controller. Feeling more like a self-contained mobile VR application. It could be seen that Google’s Daydream has been slow out the blocks, though Lenovo were not shy in promoting their association.
Another of those supporting multiple approaches to offering a complimentary immersive solution to the educational sphere was HP. Along with their Windows Mixed Reality support, seen on the Microsoft booth, HP presented a selection of other VR solutions including an HTC Vive Backpack VR offering.
Along with HP, many other exhibitors during BETT 2018 had HTC Vive room-scale setups on their booth demonstrating the application and opportunities that this approach had to offer. With regards Oculus VR, they were only seen on two booths, such as presented by Sensory Guru, who presented their Sensory VR – offering a wide variety of the latest VR platforms for deployment in special needs and educational services for inclusive classroom engagement.
Another exhibitor that has placed a considerable global effort into the promotion of a virtual classroom experience was VEATIVE Labs – the Singapore based operation presented a classroom application using their VEATIVE All-in-One headset, as well as a wide curriculum of specially created immersive content for students with teacher control built in. The company is also able to support other headsets, but with the VEATIVE solution is able to quickly adapt schools to the learning process.
It is the creation of this immersive content to best illustrate the power of VR learning that was also on display at this year’s BETT, with exhibitor HumanEyes Technologies demonstrating the VUZE VR camera, able to offer VR video and VR photo creation, perfect to be displayed in an educational approach.
While ClickView, provider of an online platform of curriculum-mapped videos for students, was branching beyond their conventional video content to specially created 360’ experiences building on the interactive education roots – with the ability for the teacher to build into the content questions and help shape the immersive learning approach.
The appearance of HMDs in the educational landscape seemed to have stabilized at BETT 2018. With more practical solutions being promoted, rather than a feeling of just riding on the popularity of the tech trend. A novel approach seen at BETT was from exhibitors Rapid Electronics – along with their self-assembly programable robots and drones, the company also promoted their Airgineers VR googles, offering first-person view from their camera on their drone. The special wireless single offering a unique perspective, and is being employed in drone racing competitions. More an immersive display than true VR, it still offers a compelling experience – like the Live-Drive RC system reported in our IAAPA 2017 coverage.
And in conclusion it is the constant hunt for the next leading immersive technology trend that will shape the market that drives our attendance at the Enterprise industries events. BETT 2018 may have given a tantalising glimpse of the next trend on the horizon. Seen on a number of booths, the latest in projection systems – such as from Immersive Interactive, who presented a platform that can offer a immersive projected environment that is also interactive.
Projection based immersive experiences obviously benefit from the ability to have multiple users immersed in the same experience, and does without the need for cumbersome HMDs and restrictive motion tracking. Though only now gathering momentum it is an interesting technology to keep in sight.
That is the conclusion of our coverage of BETT 2018 – we saw a lot of promise for VR, but also saw a powerplay by Windows Mixed Reality towards being able to control the high-ground of VR application, while developers such as AVANTIS start to see their VR platforms deployed into real-world locations. Next Years’ education event will prove to be where the reality of this tech’s benefit for immersive learning will be revealed.
There will be more from Kevin Williams and The Virtual Arena very soon, here on VRFocus.
When it comes to immersive technologies on display and being announced at this year’s International Consumer Electronics Show (CES) it isn’t all wireless virtual reality (VR) solutions, new VR head mounted displays (HMDs), augmented reality embedding and integration and various haptic controllers and tools. Although you’d be forgiven for thinking so. The humble 360 degree camera is also getting an announcement or two, and even an upgrade.
Today in Las Vegas Humaneyes Technologies developers of the Vuze series of cameras, which VRFocus has featuredonnumerousoccasions, have announced the launch of their next product. A next-generation version of the Vuze, the Vuze+ VR Camera.
“The VR camera market has steadily grown, but only few camera options allow users to shoot in true VR with 3D video.” Said Humaneyes Technologies’ CEO, Shahar Bin-Nun. “Additionally, once a video is shot and produced, many users don’t have a way to easily share their VR stories, which has been the key missing component in helping drive VR adoption. “The Vuze+ VR Camera addresses this issue and expands the VR ecosystem from true VR capture to production to consumption, allowing anyone to create and share truly immersive VR experiences.” Humaneyes say that the Vuze+, which is being targeted to professional consumers at a price point of $1,999 (USD) will be “the first camera to give VR content creators, filmmakers, and video and production industry pros the full suite of tools needed for capturing, producing and sharing VR content, all within one eco-system.”
Whilst the Vuze+ VR will come with the Vuze VR Studio editing software, Humaneyes also revealed a new platform for users to put their virtual content, be it just for hosting or for sharing and streaming. It’s called Humaneyes Zone, a VR platform enabling users to host, stream and share VR content with anyone via a simple hyperlink. Humaneyes are selling branded websites for virtual content, more information about which can be found at https://vuze.camera/zone/.
“The site enables anyone, without a need for a technical or programming knowledge, to quickly and easily create a VR website to showcase their VR content.” Explains the firm, “On the webpage, users can incorporate images, videos and text, plus additional pages and interlink them, just like a regular website, allowing anyone to tell a story in VR, whether it’s a tour of an apartment, a training session, a wedding or just showcasing a vacation. With a simple hyperlink, users can easily share a VR website with anyone. The viewer can simply click a link and view the content in any browser, and for the best viewing experience, can use a VR headset with their phone.”
The Vuze+ VR Camera features:
Live broadcasting, allowing anyone to live preview a scene while they are shooting video, as well as broadcast live 3D 360 4K video to Facebook, YouTube, Periscope and any RTMP platform. Live broadcasting capabilities can also be added to the original Vuze VR Camera for $199. Available now on PC, with Mac availability coming later this year.
Enhanced capture features, including enhanced optics with custom lenses and improved audio with spatial audio output.
IP65 capabilities, with higher water and dust protection, enabling users to shoot in heavier rain or while they’re participating in watersports.
A sturdier body and enhanced user interface.
New software features available for both the Vuze+ and original Vuze VR Camera are:
The Vuze Camera App, which now enables full manual control and live preview, additional capture mode with 60 fps for 2D 360 videos, time lapse capabilities, new exposure settings, photo stitching from within the app and the ability to share a VR photo from the app directly to social networks such as Facebook and Instagram. Now available on Android, with iOS availability coming soon.
Production features, including the Vuze VR Studio software, touting horizon stabilization, enhanced editing capabilities and more output formats. Five licenses are included with each camera.
Sharing features, including the new Humaneyes Zone, an industry-first VR publishing and sharing platform based on VR website technology.
VRFocus will be bringing you more information from CES 2018 very soon.
The Vuze Camera was designed to offer a high-quality 360-degree image capture at an affordable prize to consumers and has proved popular for this reason. The Vuze camera has now gone stratospheric as it was selected by NASA and National Geographic to capture 360-degree footage from the International Space Station.
The International Space Station was launched in 1998, and ever since has housed astronauts from all over the world who conduct important experiments aboard the station. The Vuze camera will be used by astronaut Paolo Nespoli of the European Space Agency to capture virtual reality (VR) footage to create a National Geographic film called ‘One Strange Rock‘.
The documentary will allow viewers on Earth to experience what life is like aboard the space station, as well as showing a view of Earth that few humans ever get to see. The One Strange Rock documentary is planned to come to National Geographic sometime in 2018.
The Vuze camera was sent up to the International Space Station aboard the Cygnus cargo spacecraft, along with other cargo including science experiments, technology demonstrations, Holiday gifts for the astronauts from their families and even the makings of a special Thanksgiving dinner.
Shahar Bin-Nun, CEO of Vuze creator Humaneyes Technologies: “This is an incredibly exciting time for us. We are delighted to have been selected by and associated with two of the world’s leading and most adventurous organisations. Partnering with NASA and National Geographic for this project will result in some incredible footage captured by our VR camera, showcasing its true potential.”
The Vuze camera was chosen due to a number of features, such as its eight HD cameras that can capture 360-degree images in 4K per-eye resolution, and four internal microphones to create 3D audio. The camera can capture up to two hours of video on a single charge, and is a lightweight device for easy portability.
The Vuze camera is available from the Vuze website, priced at £395 (GBP).
VRFocus will bring you further news on the Vuze camera and the National Geographic documentary as it becomes available.
With recent headlines covering the rise of 180-degree video platforms and cameras, some (already) may be contemplating the future of 360-degree and VR video. After all, dozens of cameras and equipment have been introduced to help bring 360-degree video to the masses, yet the hype around 180-degree video can’t be ignored.
But like with any industry innovation, markets gradually shift and settle into their place that at times becomes a balance of innovations and demand. Just as photographers moved from shooting film to digital cameras, as audiophiles moved from CDs to music downloads and the printed page transitioned to e-reader technologies; the photo and video markets are morphing from pictures and video to virtual reality (VR) and augmented reality (AR) market opportunities, and 180-degree video may be another stepping stone to help content creators and consumers shift to the immersive experience 360-degree VR video provides.
360-degree content is driving VR demand
It wasn’t long ago that the development of VR content relied heavily on computer generated graphics, complex programming languages, and expensive hardware. But with new cameras that capture 360-degree video, the ability for just about anyone to create a 360-spherical video is in reach of the mass market. In fact, many retailers like Target, Best Buy and Amazon have already realized the business return on these new market realities. But, it’s important, as an industry that we recognize that 360-degree and 180-degree video is not synonymous with VR video.
360-degree cameras use two or more lens modules to create a single 360-degree spherical image. The still pictures and video captured with most 360 cameras are 2D. In other words, they are a photograph that has been warped into a circle so you can navigate the image on your computer, tablet or phone by just dragging the image around with your mouse or finger. However, with the explosive growth and curiosity with VR, many people have started to play their 360-degree 2D content in a VR headset in an effort to have a more immersive experience and to gain that sense of presence VR promises.
However, the practice of watching a 2D video in a VR headset can be uncomfortable and is often misleading; primarily because the human eyes don’t see in 2D but rather 3D. When we put on a headset, our subconscious expects to see depth, just as we do when we see things in real life. However, a video developed by 2D 360 cameras creates a single video in two dimensions, height, and width; it still looks flat. But the world around us is very different than a traditional photo, video or painting; it has depth.
Depth Perception is how our brain makes sense of things that are near or far from us. Our brain can decode the world around us because we have two eyes; each eye sees the world from a slightly different point of view, and it’s this change in perspective that gives our brain the information it needs to make sense of where subjects are in relationship to one another. Delivering this sort of depth is what makes the magic of immersive VR come to life.
Bridging the gap from flat to VR 360-degree video
Getting past seeing a “flat” video in a VR headset requires an incremental leap in science and a bit of technology too. 3D or VR video requires two videos, each taken from a slightly different point of view, to give our brain enough information to do its job and recreate a 3D world. Although this is not incredibly difficult with a single point of view, much like a traditional camera sees, the complexities mount when the final video is a full 360-degree spherical movie.
To capture the entire world around us and provide the points of view needed to recreate a stereoscopic 3D view; a VR camera system requires a minimum of eight camera modules. Each of these camera models simultaneously recording the same scene at slightly different points of view. Now, those of us who have shot video for years know the complexities of dealing with just one single video stream, never mind the overwhelming realities of eight videos with every pixel and every frame tracked so they can be assembled later into a VR video for playback in a headset.
Which brings us to assembling a VR video into a format that can be easily edited and shared across a network of head mounted displays. Often referred to as “stitching” or “rendering” the process is necessary to combine multiple camera angles into a single VR video file. Bringing all the data together is an art form in and of itself and stitching algorithms are highly protected trade secrets of the companies that provide them. In practice, strapping a bunch of GoPro cameras to a rig is the easy part. Combining that data, eliminating stitch lines, managing multiple exposures, providing accurate color throughout then splitting that data into two distinct videos, from two points of view (left and right eye), requires some powerful computers and the software that makes it all possible.
Major companies have poured millions of dollars into creating the 360 VR video systems available today. The problem with these solutions is that they are not attainable at an accessible price point (typically ranging from $25,000 to $100,000), require a skilled and experienced operator, and often require additional post production service fees to render and stitch video into a usable form. In short, with these setups, it’s not reasonable for an individual – whether prosumer or consumer – to create their own VR video to share immersive experiences. As a result, it is severely limiting the amount of quality VR content entering the market. And of these issues may be addressed by 180-degree cameras, the fully immersive experience is lost with 180, which is what VR lends itself best to.
This is creating a bit of a chicken and egg problem with consumers not finding enough compelling content to make the leap to adopting VR, and at the same time not bringing the viewership to justify the spend and risk associated with VR content creation. Overcoming the difficulties and complexities in creating VR content is a significant monetization opportunity for the VR industry as well as a way for retailers to recover lost revenue from the declining photography market.
One answer to this would be to stoke the proliferation of content for VR, which will not only stimulate the use of VR headsets for current owners, but also encourage the purchase and adoption of VR headsets to the non-gaming customer. Companies can capitalize on this opportunity by developing complete end-to-end solutions, which include equipment and software to not only capture 3D 360 video, but also stitch and render it in open industry file formats.
For example, one 4k video would be set up to provide a left eye experience and a second, spatially offset video provides a view from the right eye. When a video is captured and played back in a VR headset, you’ll see not only 360-degree views, but more importantly, the 3D effect that makes VR video so lifelike, highlighting the key difference between standard 2D-360 video and 3D-360 video that’s created for VR.
The end-to-end market potential for VR is immense – not only for content creators, but for hardware manufacturers. According to market researcher SuperData, VR software and hardware revenues could hit about $28 billion by 2020.
Regardless of your current views on 180-degree video vs. 360-degree video vs. VR video there is no doubt that 2D 360 video has played a significant role in evolving the space and creating initial demand, while 180 stands to cut costs and complexities – setting the stage for the much more immersive and grand experience for viewers with true VR content. And, although there are still many technological hurdles and content creation innovations to be realized for VR video, we are on the cusp taking this amazing new frontier mainstream as we create a more accessible environment for both content creators and consumers.