Life in 360°: One Small Step for Vuze

It’s Friday so you’re expecting VRFocus’ regular weekly dose of 360-degree video goodness to start the day. Alas, as today is somewhat different. It’s only on rare occasions that Life in 360° doesn’t actually include some sort of immersive video, with today’s article looking towards the future in preparation of a 360 video that’s yet to come. Recently the Vuze VR Camera was selected by National Geographic and NASA to film a 3D, 360-degree cinematic virtual reality (VR) experience as part of National Geographic’s upcoming series One Strange Rock.

Due to premiere next year and directed by Darren Aronofsky (director of Requiem for a Dream), the Vuze VR Camera will be used by European Space Agency astronaut Paolo Nespoli to document a day in the life on the space station.

European Space Agency astronaut Paolo Nespoli
At the International Space Station, European Space Agency astronaut Paolo Nespoli films the Earth through the windows of the Cupola observatory. Credit: ESA/NASA/Twitter

One Strange Rock explores how intricate, interwoven and fragile life as we know it is on Earth and how rare it may be in the universe,” Aronofsky said in a statement. “The more we appreciate how awe-inspiring the development of life on this planet has been, the more likely we are to become inspired stewards of the home that sustains it.”

“We’re thrilled to once again partner with National Geographic to tell an incredible story about our strange planet,” said producer Jane Root. “We’re going to combine dramatic visual storytelling and real science to tell the story of our planet Earth and focus on the unbelievable ‘coincidences,’ and the complex, unlikely connections that all had to happen to create complex life.”

One Strange Rock will premiere on the National Geographic Channel in 2018, with Nespoli’s videos distributed via platforms like Facebook, Oculus, YouTube and PlayStation VR, and of course Life in 360°.

Don’t forget to come back on Monday when Life in 360° resumes its regular programming.

360 & VR Video Finding their Respective Places in the Market

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.

Vuze camera imageHowever, 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.

 

A Guide to the Best 360 Cameras Your Money Can Buy

There’s always been two barriers to 360 degree video content: price and quality. Thanks to the rapid adoption of the Samsung Gear VR and now with nearly a year under the belts of the consumer editions of the Oculus Rift and HTC Vive, those two issues are becoming less of a worry. A selection of consumer-grade 360 degree cameras are now available, and VRFocus has endeavoured to find the best option for you, whether it’s stills, video or – oddly – home security you’re looking to deliver.

The Ricoh Theta range has often been considered cream-of-the-crop, but the argument remains that it stands tall simple because it was early and cheap, not because it actually did a good job. Significant improvements have seen the hardware become more popular with each iteration, but in VRFocus’ collective mind the range is still lacking in many respects. Instead, below follow today’s best picks for affordable, high quality 360 degree cameras.

Samsung Gear 360

The most obvious of the selection, the Samsung Gear 360 is a popular choice, and with reason. Launched at £349 GBP, a recent price drop saw the diminutive device reduced to just £249, making it a bargain by anyone’s measure. A mid-range capture quality is bolstered by the ease of the stitching process; automated for those unaware of what editing actually looks like. Furthermore, the ease of sharing content makes the Samsung Gear 360 ideal for anyone looking to use the camera for their holiday snaps or life events, even if it’s not quite equipped to make you into a warzone journalist.
ALLie_Go_360_Action_Camera

ALLie

An interesting device, the ALLie camera (which took it upon itself to adapt the term ‘selfie’ for its 360 degree needs) is intended as a stationary device. Unlike the Samsung Gear 360, the ALLie intended for monitoring or webcasting. It can capture footage, though the software provided is unwieldy at best and requires a wi-fi connection, so catching real-life on the street is not always an option. For a more mundane task however, such as home security, the ALLie can be set in place once and forgotten about, given the end user a 360 degree live stream of whatever they determine valuable enough to monitor.
Vuze camera image

VUZE 360

The most expensive camera on the list – and with reason – Humaneyes’ VUZE 360 is billed as a ‘prosumer’ device. A step-up from the likes of a 3D printed Go Pro rig or even the Samsung Gear 360 then, but still way behind the likes of Nokia’s OZO, the VUZE 360 is an elegantly designed camera. Capable of recording in resolutions of up to 4K, stereoscopic 3D and with a field-of-view of 120×180, the VUZE 360 is certainly no slouch on the technical specifications, hence warranting that $799 USD asking price. However, VRFocus has yet had little time to experiment with the proprietary software Humaneyes has packaged with the device, so be sure to look out for more details on theVUZE 360 coming soon.

Insta360 Air camera

Insta360 Air

This is different. This is not a VR quality camera. This is not an immersive video capture device. This is the Insta360: designed for sharing your wares on social media platforms. It’s quick, efficient, reasonable quality and – above all, for some – directly compatible with YouTube, Instagram and Facebook. Stitching is handled automatically by the software that the camera itself is the smallest of any on this list; easily fitting in a pocket or small bag. It’s compatible with Android smartphones as standard (and PC hardware via a transfer cable) and is built for those moments of immediacy that would otherwise be lost forever – the exact opposite of the ALLie, essentially. The Insta360 Air is never going to compete with the VUZE 360 in terms of quality, but then it’s not supposed to. It has its own niche carved out for it, and does a pretty good job right there.

 

Vuze VR prosumer camera now shipping to customers

At SXSW today, HumanEyes Technologies will be officially launching its Vuze VR camera, with shipments already dispatched to consumers who’ve pre-ordered. 

Priced at $799.00 USD/€995.00 EUR, the Vuze VR camera is being marketed at the higher end of the consumer market, above rivals such as Samsung Gear 360 and Ricoh Theta S. While these are 360-degree cameras, the Vuze is classed as a virtual reality (VR) camera due to its stereoscopic performance. Each side of the device has two cameras – one for each eye – creating better depth and that ‘3D feel’, which single lens cameras can’t do.

Vuze - Hiking_GooglePluse

“We’re excited to officially bring the incredibly simple to use, affordable and highly portable Vuze VR Camera to the market,” said Humaneyes’ General Manager of North America, Jim Malcolm. “Consumer-grade 360 cameras may be easy to use and affordable, but they don’t provide the depth of VR video that filmmakers and the creative community now require to tell their stories.”

Some of the key features of the Vuze VR Camera include:

  • Eight full HD cameras simultaneously capture dynamic 360-degree VR video or stills in  4K per eye.
  • Four internal microphones create a 3D audio field
  • One button operation with integrated remote control via Wi-Fi and mobile app (iOS and Android)
  • Up to two hours of video capture on a single charge
  • Automated software offers not only simplicity, but fast rendering of VR content with near real-time processing (one minute of rendering for one minute of recorded footage – dependent on system GPU). The software is now available for PC, and coming soon for Mac
  • View and share 3D or 2D content online with YouTube, Facebook and others, or via any major VR platform and HMD
  • Portable, lightweight design, and available in yellow, red, black and blue

“From the beginning, Humaneyes has had the vision to capture the true human experience. As the VR market rapidly evolves, we’re looking forward to seeing the amazing and immersive content to emerge from the Vuze VR Camera,” Malcolm adds.

VRFocus will continue its coverage of Vuze, reporting back with any further updates.

Vuze Is A 360 3D Camera Designed To Bring Quality VR Video To Anyone, Now Shipping

Vuze Is A 360 3D Camera Designed To Bring Quality VR Video To Anyone, Now Shipping

Plenty of companies are making 360 degree cameras, but many of these are aimed at the professional market, especially those that also support 3D capture. Vuze from Humaneyes is a camera looking to change that.

Launched at the 2017 South by South West (SXSW) festival today, Vuze features eight full HD cameras that can capture up to 4K resolution, with four microphones that capture positional audio. It captures up to two hours of video on a single charge. If you want to see what the kit is really capable of, then check out Humaneyes’ online showroom, with a host of videos shot with the device. The picture quality looks pretty good, and we can’t notice any stitching, at least in these static videos.

You can use your phone to control the camera via an iOS and Android app. Captured content can be uploaded directly to supported platforms like YouTube and Facebook. The kit is available to order now from an official website, though take note that the software to make it compatible with Mac devices won’t arrive until summer. Windows users can get stuck in, though. Shipping starts in April.

Humaneyes hopes the camera is accessible for the ‘prosumer’ market, though Vuze is priced at $799/€995. True, that’s a low price for a 360 3D kit, but still expensive for consumers in general, especially with cheaper, non-3D cameras like Samsung’s Gear 360 already out there. Humaneyes believes those devices don’t provide the kind of quality that some are looking for, however. Whether there’s an appetite for this level of product right now remains to be seen.

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