Why Immersive Journalism and Why Now?

Ever thought how it would feel like being a witness of the actual news – to be present inside the story?

This is entirely possible with the arrival of immersive technologies. Journalism started from sharing the news on the center of the square to print media to radio and video reporting.

Each one of the medium channel offered new, additional layer of information. With the latest arrival of immersive technologies such as virtual reality (VR), augmented reality (AR) and mixed reality (MR) there’s another rich data layer on top – the presence.

Source: http://www.frontlineclub.com/orama-immersive-journalism-festival/

With print media, the readers had to imagine the scene in their heads. With video reporting they were able to see more details about world events. But with the frequency of breaking news and natural disasters that are happening all around the world even video reporting start losing its power.

The viewers had become desensitized.

Nonny de La Peña used the power of virtual reality to add another element to immersive journalism – she placed you inside the actual piece as an observer. In Virtual reality you feel like you’re there and you’re not separated by the flat tv screen.

You’re one of the witnesses on the scene.

De la Peña introduced her first creation at Sundance in 2012. She had a rough time creating the experience. Even though she was under-funded and didn’t know much about technologies she made the piece “Hunger in Los Angeles”.

The feature created strong emotional response of the participant. Since then she is known as the grandmother of VR.

 

Nonny de la Peña receiving an award at the Knight Foundation’s 2016 Innovation Award at a multi-panel event hosted by the CUNY Graduate School of Journalism.

Not only that, her work started a snowball effect. It changed careers of other journalism professionals, Dan Pacheco, lead program director of VR journalism at Syracuse said: ”I was completely floored by that experience (almost literally — I remember sitting down after taking off the goggles), and it changed the way that I think about what we do in journalism.”

To create scene in VR you have two options. Re-create it using a computer generated software (CGi), or shoot the real live environment. With first technique the task is daunting, slow and requires a lot of technical aptitude and experience. De La Peña had to rely on digital recreations, because in early 2010s there weren’t any spherical cameras that allowed for capturing 360 degree footage.

Today, there are consumer-ready and professional 360˚ cameras that storytellers can use.

Using the live recordings taken with spherical cameras, the production of the VR content is faster and easier, however it still requires standard editing and stitching. The output is a 360˚ video which is published on YouTube, Facebook or the publisher’s own player which support 360 degree format.

But what if you want to have more freedom in constructing a story in the virtual reality? What if you want to give viewers of your piece some sort of control and interaction opportunities. This was next to impossible to achieve without hiring an outside expert help who could hard-code and integrate these interactive options into the story.

360 Journalism is already being practiced and published media publishers with a large budget. New York Times introduced virtual reality through their app NYTVR to their subscribers in 2015. Together with a digital story, they distributed 1.2 million virtual reality viewers. With the acquisition of RYOT – the LA based VR and 360 Video Studio, Huffington Post soon followed. Then Time introduced their own VR platform. In 2017, CNN announced their arrival as well.

These well funded news giants are on the forefront of delivering impactful stories, but with simple tools, so can their news publishers.

It’s much different with smaller news publishers where the lack of budget and manpower prevents VR experiments. There just isn’t enough manpower to go out there, shoot the footage, edit it and publish it in a reasonable time.

The Seattle-based startup Viar360 developed a publishing platform that lets any storyteller use the opportunity to come up with a interactive story that has impact, interactivity and unique narrative. Using the simplified 4-step workflow any storyteller can turn a passive 360˚ video into a amazing cinematic virtual reality story.

And if you’re one of the news providers why wouldn’t jump on it right now?

The price of the consumer ready VR cameras are decreasing. Spherical cameras are getting smaller and cheaper. You can get a decent one in the $200 to $800 (USD) range. All of the new arrivals also have the auto-stitching features. This means no more hassling with the post-production. The 360 News you shoot on the field are publish ready in the same day with minimal post production.

The technology is already here, the tools are accessible and the entry point barrier is getting lower every day.  

Sundance’s Shari Frilot on the Power of VR Storytelling to See Ourselves in a New Way

Shari-FrilotShari Frilot started the New Frontier program at Sundance in 2007, and produced the festival’s first VR experience in 2012 with Nonny de la Peña’s Hunger in LA using an early Rift prototype made by Oculus founder Palmer Luckey. Frilot has since programmed around 75 VR experiences since 2014 that explore storytelling, empathy, and emotional presence, but she sees that it’s going beyond empathy. She says that being in VR gives us “the ability to see ourselves in a way that we could never do alone,” and that VR embodiment may allow us to overcome our unconscious biases. In speaking about embodying a number of different creatures in The Life of Us she says, “you can watch yourself tap these primitive instinctual responses and you watch yourself go into another place of being able to socially engage with somebody” beyond the normal labels of white dude or a black lesbian.

LISTEN TO THE VOICES OF VR PODCAST

I had a chance to catch up with Frilot at Sundance this year where we talked about the power of story to change someone’s reality, the role of Sundance in the modern history of consumer VR, interdisciplinary insights into storytelling from over 10 years of New Frontier, how VR could change how we see and understand our underlying value systems, and how VR could help us reconnect the body to the brain in a new way.

Here’s the short documentary video that Frilot references in the podcast about “Scientists Have Found a Way to Make Paraplegics Move Again”:

Here’s the keynote that Nonny de la Peña’s gave at SVVR where she talks about Hunger in LA and some of her early pieces that premiered at Sundance:


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Music: Fatality & Summer Trip

The post Sundance’s Shari Frilot on the Power of VR Storytelling to See Ourselves in a New Way appeared first on Road to VR.

Samsung, REWIND and m ss ng p eces Launch Nonprofit Initiative VR Together

With the launch of head-mounted displays (HMDs) such as Oculus Rift, HTC Vive, PlayStation VR and Samsung Gear VR, virtual reality (VR) has begun finding its feet amongst consumers all over the world. VR – as well as augmented reality (AR) and mixed reality (MR) – has seen significant growth, which can be put down to a number of factors, but to continue companies are now looking at cooperative initiatives for sustaining growth. This has come in several forms, from Khronos’ VR API standards initiative featuring AMD, Epic Games, Oculus, and Valve to VR Together, a nonprofit venture that’ll provide support to organisations and individuals seeking to create immersive projects.

Formed by Samsung, REWIND, m ss ng p eces and Nonny de la Peña, VR Together aims to provide a platform to encourage people to utilise VR for positive social impact. People will be able to connect and engage with each other, enabling organisations and individuals looking for production studios, research partners, ideas or advice to post their work and those with the expertise needed can offer help.

rewind logo

VR Together’s Board of Advisors includes Nonny de la Peña, CEO of Emblematic Group;  Mária Rakušanová, Product Marketing Lead for Mobile, VR & Emerging Technologies at Samsung; Catherine Day, Head of AR/VR at m ss ng p eces and Sol Rogers, CEO/Founder at REWIND.

“Supporting VR Together can be as simple as dedicating a few hours a week, a month, or year to developing VR & AR projects alongside existing commercial work,” said Sol Rogers in a statement. “Think big, start small: reach out to others or brainstorm ideas which you feel could have the potential to positively improve lives or raise awareness of a cause. It’s the season of goodwill so we hope people will find the time to sign up and get involved.”

Catherine Day who earlier this month was announced as m ss ng p eces new head of VR/AR/360 commented: “We are really just scratching the surface when it comes to harnessing the potential of VR despite the speed at which the industry is maturing. VR Together’s mission helps us to acknowledge, and encourage the prospect of how VR and related emerging technologies improve people’s lives around the world.”

To learn more about the initiative and sign up head to the VR Together website. And for any further update, keep reading VRFocus.

Across The Line: How VR Has the Power To Make You Care

Across The Line: How VR Has the Power To Make You Care

There’s an iconic scene in Blade Runner where Harrison Ford’s character Deckard meets the replicant Rachel for the first time, but he doesn’t know she’s not human. He then uses a test called Voight-Kampff  to determine whether or not she’s a real person. The test consists of a series of questions designed to elicit emotion. The idea – which is beautifully challenged later on in the film – is that machines are incapable of such empathetic responses.

Empathy, in other words, is what makes us human.

With an emerging consensus that the immersive nature of VR is particularly effective in triggering those empathetic responses, we’re seeing artists throughout the creative industries exploring new possibilities for storytelling – with a purpose. Chris Milk’s UN-Commissioned Clouds Over Sidra showed the plight of refugees through the eyes of a 12-year old Syrian girl, while the National Theatre’s Immersive Storytelling Studio production HOME/AAMIR transported viewers to the infamous Calais ‘Jungle’ camp.

VR can even make people feel more empathetic toward more abstract things like the environment, as was recently shown with the Crystal Reef project – showcased this year at the Tribeca Film Festival by researchers from the Virtual Human Interaction Lab (VHIL) at Stanford. The simulation, where you watched the devastating effects of ocean acidification caused by man, served to connect people to the consequences of their own actions in a much more tangible way.

Nonny de la Peña

Journalist and Filmmaker Nonny de la Peña – Co-Founder of the Emblematic Group and affectionately known as the “Godmother of VR” – has long explored the power of Virtual Reality experiences to break through viewer apathy. Her pioneering work often transports viewers into uncomfortable situations – such as a line for food handouts outside a shelter in LA, where you see a man collapsing from hunger next to you – and makes them re-think their outlook on often controversial issues.

The latest of those projects is Across The Line, an experience which tells the story of a young woman going to an abortion clinic. I viewed it recently at London’s Raindance Film Festival – where it was selected for this year’s VR showcase Arcade – and spoke to la Peña and their partners at the Planned Parenthood Federation of America (PPFA) to find out more about how the project developed and what the reaction to it has been like so far.

Across the Line starts off with a 360 video of an examination room where you see a patient of the clinic being comforted by a clinician. The young woman sits quietly in the corner, but is visibly upset. After some coaxing from the doctor she tells her it’s because of what the protesters had been shouting at her as she made her way into the clinic. At that point, the doctor asks for permission to give her a hug, and you get a real sense of how helpless and vulnerable that person is feeling. As with most 360-degree video, your eyes tend to wander around the room sometimes, but mine is constantly drawn back to the lonely figure of this girl sitting on the examination table. Then as the she fidgets nervously my gaze is drawn to the two long red scars on the inside of her wrists. The unspoken story they tell is poignant. This being VR, I feel like I can almost reach out and touch those scars before the scene fades to black.

The experience then takes me back in time a few minutes, to the clinic entrance at the time when that patient is arriving for her appointment. You’re inside the car with her and the friend who’s driving her in, and they’re both nervously trying to find out where to go. There are protesters with placards lining the side of the road, and a man in an official-looking high visibility jacket approaches the car window. They ask him for directions, only to have him forcefully plead with the girl not to go in. They finally drive away with the angry shouts of the crowd echoing all around them.

In the final scene, I land on a computer-generated street, and am suddenly surrounded by angry avatars. They take turns hurling insults and accusations at me, calling me things like “whore” and “jezebel” and pontificating about how abortion amounts to murder. It certainly didn’t leave me with a warm fuzzy feeling as I took off the VR headset. The whole thing only lasted about seven minutes, but at the end of it I was glad to get back to my own reality.

The objective here was to drive home just how distressing those protests can be: “Once we began to research and compile nonfiction footage and audio for this piece, we saw a consistent pattern of intimidation and provocation by protesters,” explains la Peña.

The difficulty they had with portraying that intimidation was that protesters often tended to tone things down and behave better if they knew they were being filmed, and a 360-degree rig is pretty conspicuous to say the least.

The solution Emblematic found was to get their partners at 271 Productions to personally capture audio from protests around the country, and then computer-generate the visuals to match. The result is a blend of factual content and artistry, and gives us a glimpse of the kind of direction VR journalism and documentary filmmaking could take in the future.

“This was the first time we combined 360-degree video with walk-around CG, so it was a challenge at first to create a storyline that tied both elements together. But we had great partners in 371 Productions, and they actually came and embedded in our lab in Santa Monica so we could work really closely with them to ensure the two pieces would fit seamlessly,” says la Peña.

The concept for Across the Line was born from a serendipitous meeting between la Peña and Molly Eagan – Vice President of the PPFA –  at the Sundance film festival last year. The PPFA had done awareness films in the past and were interested to find out whether VR would have a greater impact in raising public awareness than previous initiatives. Eagan later came on board as Executive Producer for the film, working with la Peña and their partners to ensure that the stories accurately portrayed the experiences of staff and patients on the ground.

They also consulted with Professor Jeremy Bailenson at Stanford’s VHIL on the development of the project, as the goal was also to eventually gather data – both qualitative and quantitative – to give further insight into understanding how VR elicits emotional responses through these experiences.

“Based on initial feedback and interviews with people who experienced Across The Line, we know that people are often inspired to take action immediately after watching the film,” says Eagan.

Those people often wanted to take some concrete step to help, so she tells me that they now have a set of information prepared to share with those who ask, telling them about the various ways in which they can make a difference, such as volunteering as a patient escort, supporting policy initiatives, or making a financial contribution to one of the foundations which provides these services.

Eagan talks of compassion being a key part of the care provided to patients at the clinic where she works, and wants the public to feel a measure of that same compassion toward those women after being immersed in the VR experience. One user told her that the film made her not only understand the patient’s perspective better but even to gain insight into the mindset of the protesters.

“We’ve seen an incredible range of responses,” says la Peña. “From people who have had no experience of a particular situation feeling like they could finally understand it, to people who have been through the ‘real thing’ and are still moved to tears to see it again in VR. We’ve seen strong reactions from men in particular who expressed anger that this sort of thing is happening. It’s amazing how much support we’ve had from people of all walks of life.”

la Peña says it has been sobering to see all the safety precautions that staff at the clinic have to take on a daily basis. But while the risk of backlash and even the threat of violence was something they had to be conscious of in tackling such a controversial subject, she believes this is an important story that needs to be told:“In the past five years, states have enacted 282 abortion restrictions. Last year, Congress voted 18 times for even more restrictions. We knew we had to figure out a way to get people to empathize with the women who endure the harassment that comes with seeking abortion services.”

Initially, Across The Line was only being shown at film festivals, but the experience got such a great response that the PPFA wanted to make it more widely available, so Emblematic worked to render out a version where the whole experience could be seen in 360. They then distributed a number of cardboard headsets at events around the country, to help spread the message even further.

la Peña thinks it’s about time we stopped thinking of VR just in terms of novelty. The power of presence in these virtual environments is a real phenomenon, one that scientists can measure and track. How you leverage that power, however, is something we’re very much still getting our heads around. She’s excited about the possibilities though, and says the empathy vein is something she’ll definitely continue to explore in her work.

Journalists and artists are only going to get better at using this medium to tell stories in a whole new way. And the tools will get cheaper and easier to use, opening up the doors for more and more people to use it.

“We’re still in the very early days of a truly transformative medium,” la Peña said.

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