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Virtually Real?
The Challenges and Opportunities of VR
Clifford Dive
strategy | product | technology | business 1
Background
• 2½ years understanding and developing the
market for real-time video stitching
technology
2
3
Video stitching
4
Some definitions
• Virtual reality
: an artificial environment which is experienced
through sensory stimuli (as sights and sounds)
provided by a computer and in which one's actions
partially determine what happens in the
environment
: the technology used to create or access a virtual
reality
5
6
Some definitions
• Augmented reality
: a technology that superimposes a computer-
generated image on a user's view of the real
world, thus providing a composite view
7
8
9
Some definitions
• Mixed reality
: the merging of real and virtual worlds to produce
new environments and visualizations where
physical and digital objects co-exist and interact in
real time
10
11
Some definitions
• 360° video
: 360° video, also known as immersive video or
cinematic VR, is a video recording where a view in
every direction is recorded at the same time, shot
using an omni-directional camera or a collection of
cameras
: depending on the camera and the viewing device
360° video may offer a 3D viewing experience
12
13
Is 360° video “proper” VR?
• Major differentiator – can the user choose a
viewpoint?
– “Proper” VR allows the user to move around in a
virtual world, requiring a full 3D model of that
world
– With 360° video the viewing point is pre-
determined at the time of filming
14
History
15
First Known Use of
“VIRTUAL REALITY”
Source: Merriam Webster
First Known Use of
“VIRTUAL REALITY”
1987
Source: Merriam Webster
18
Painting by Robert Barker, 1787, overlooking
Edinburgh
200 years earlier
19
...and technology advances
20
Photo by George N. Barnard from the top of Lookout
Mountain, Tennessee, 1864
View-Master – 1939
21
The 1990s – SEGA and Nintendo
22
The millennium – 3D TV
23
Whatever happened?
Was it
– too expensive
– too much hassle
– bad luck – the global recession
– not compatible with the lifestyle
– just not needed
The millennium – 3D TV
Whatever happened?
Was it
– too expensive
– too much hassle
– bad luck – the global recession
– not compatible with the lifestyle
– just not needed
The millennium – 3D TV
...and then....
26
Virtually real slideshare
Virtually real slideshare
Virtually real slideshare
Virtually real slideshare
Virtually real slideshare
Virtually real slideshare
Addressing two consumer sectors
• Hard-core gamers
– PlayStation VR,
Oculus Rift, HTC Vive
• Everyone else
– Google cardboard,
Daydream, Samsung
Gear VR
33
34
So what’s it for?
• Gaming
• Education
• Healthcare
• Retail
• Engineering
• Entertainment
• News
35
• Social
• Sport
• Art
VR empathy machine
36
Amnesty International Unveils Incredible
VR Experience Showing the Devastation
in Syria
https://www.brandcrap.com/2016/03/14/amnesty-international-unveils-incredible-vr-experience-showing-the-devastation-in-syria/
How do I get into this?
• First big decision – get into what?
– Full VR experience
– 360° content
37
Full VR experience
• Requires 3D VR digital tools and game engines
– Nuke
– Unreal Engine
– Unity
38
360° video
• Camera
– Google Jump, Nokia OZO, GoPro rig, Samsung,
Ricoh, Giroptic...
• Stitching and processing software
– From the camera manufacturers
– VideoStitch, Kolor, PTGui
39
User interfaces for VR
40
41
Strategic questions
• How do we consume the content? Flat screens
or head mounted displays (HMDs)?
– I’m really not convinced about the concept of
HMDs for every-day use by a mass audience and
engagement of a critical mass in audience
numbers is required for VR to move from niche to
mainstream
• 2D or 3D?
42
Technical challenges
• Motion sickness – related to latency
• Focus accommodation and vergence – in the real
world the eyes’ focus and alignment depend on
the distance of the object in view
• Motion parallax – if I move my head laterally in
the real world objects in the foreground move
relative to those in the background. Not so with
today’s cinematic VR
• Translation – what happens if I change position?
• Bandwidth and processing power
43
Creative challenges
• With current technology immersive 360° content
can be spectacular, and currently the novelty
value can make it a very effective marketing tool
but...
– creating content is not easy, especially if you want live
video
• There are consumer products available right now
but...
– cameras are expensive, and quality is not brilliant
– the workflow is not straightforward
44
Production challenges
• Production norms are still
emerging
• Where do I hide the crew?
• It’s not just about the video
• Camera movement
• Length of scenes
• How, and whether to direct
viewers’ attention
45
360° videos and stills
These are mine – many others available on
YouTube, which allows you to filter for 360°
content:
https://youtu.be/D2Ja121TjVE
https://youtu.be/pW6W-gdeFic
https://flic.kr/p/LVKz8b
46
Other resources
My test of consumer cameras:
http://www.cliffdive.co.uk/360-degree-consumer-cameras-
users-viewpoint/
My curated content of VR related news:
http://www.scoop.it/t/panoramic-video
Contact
cliff@cliffdive.co.uk
47

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Virtually real slideshare

  • 1. Virtually Real? The Challenges and Opportunities of VR Clifford Dive strategy | product | technology | business 1
  • 2. Background • 2½ years understanding and developing the market for real-time video stitching technology 2
  • 3. 3
  • 5. Some definitions • Virtual reality : an artificial environment which is experienced through sensory stimuli (as sights and sounds) provided by a computer and in which one's actions partially determine what happens in the environment : the technology used to create or access a virtual reality 5
  • 6. 6
  • 7. Some definitions • Augmented reality : a technology that superimposes a computer- generated image on a user's view of the real world, thus providing a composite view 7
  • 8. 8
  • 9. 9
  • 10. Some definitions • Mixed reality : the merging of real and virtual worlds to produce new environments and visualizations where physical and digital objects co-exist and interact in real time 10
  • 11. 11
  • 12. Some definitions • 360° video : 360° video, also known as immersive video or cinematic VR, is a video recording where a view in every direction is recorded at the same time, shot using an omni-directional camera or a collection of cameras : depending on the camera and the viewing device 360° video may offer a 3D viewing experience 12
  • 13. 13
  • 14. Is 360° video “proper” VR? • Major differentiator – can the user choose a viewpoint? – “Proper” VR allows the user to move around in a virtual world, requiring a full 3D model of that world – With 360° video the viewing point is pre- determined at the time of filming 14
  • 16. First Known Use of “VIRTUAL REALITY” Source: Merriam Webster
  • 17. First Known Use of “VIRTUAL REALITY” 1987 Source: Merriam Webster
  • 18. 18 Painting by Robert Barker, 1787, overlooking Edinburgh 200 years earlier
  • 19. 19
  • 20. ...and technology advances 20 Photo by George N. Barnard from the top of Lookout Mountain, Tennessee, 1864
  • 22. The 1990s – SEGA and Nintendo 22
  • 23. The millennium – 3D TV 23
  • 24. Whatever happened? Was it – too expensive – too much hassle – bad luck – the global recession – not compatible with the lifestyle – just not needed The millennium – 3D TV
  • 25. Whatever happened? Was it – too expensive – too much hassle – bad luck – the global recession – not compatible with the lifestyle – just not needed The millennium – 3D TV
  • 33. Addressing two consumer sectors • Hard-core gamers – PlayStation VR, Oculus Rift, HTC Vive • Everyone else – Google cardboard, Daydream, Samsung Gear VR 33
  • 34. 34
  • 35. So what’s it for? • Gaming • Education • Healthcare • Retail • Engineering • Entertainment • News 35 • Social • Sport • Art
  • 36. VR empathy machine 36 Amnesty International Unveils Incredible VR Experience Showing the Devastation in Syria https://www.brandcrap.com/2016/03/14/amnesty-international-unveils-incredible-vr-experience-showing-the-devastation-in-syria/
  • 37. How do I get into this? • First big decision – get into what? – Full VR experience – 360° content 37
  • 38. Full VR experience • Requires 3D VR digital tools and game engines – Nuke – Unreal Engine – Unity 38
  • 39. 360° video • Camera – Google Jump, Nokia OZO, GoPro rig, Samsung, Ricoh, Giroptic... • Stitching and processing software – From the camera manufacturers – VideoStitch, Kolor, PTGui 39
  • 41. 41
  • 42. Strategic questions • How do we consume the content? Flat screens or head mounted displays (HMDs)? – I’m really not convinced about the concept of HMDs for every-day use by a mass audience and engagement of a critical mass in audience numbers is required for VR to move from niche to mainstream • 2D or 3D? 42
  • 43. Technical challenges • Motion sickness – related to latency • Focus accommodation and vergence – in the real world the eyes’ focus and alignment depend on the distance of the object in view • Motion parallax – if I move my head laterally in the real world objects in the foreground move relative to those in the background. Not so with today’s cinematic VR • Translation – what happens if I change position? • Bandwidth and processing power 43
  • 44. Creative challenges • With current technology immersive 360° content can be spectacular, and currently the novelty value can make it a very effective marketing tool but... – creating content is not easy, especially if you want live video • There are consumer products available right now but... – cameras are expensive, and quality is not brilliant – the workflow is not straightforward 44
  • 45. Production challenges • Production norms are still emerging • Where do I hide the crew? • It’s not just about the video • Camera movement • Length of scenes • How, and whether to direct viewers’ attention 45
  • 46. 360° videos and stills These are mine – many others available on YouTube, which allows you to filter for 360° content: https://youtu.be/D2Ja121TjVE https://youtu.be/pW6W-gdeFic https://flic.kr/p/LVKz8b 46
  • 47. Other resources My test of consumer cameras: http://www.cliffdive.co.uk/360-degree-consumer-cameras- users-viewpoint/ My curated content of VR related news: http://www.scoop.it/t/panoramic-video Contact cliff@cliffdive.co.uk 47

Editor's Notes

  • #10: How to get geeks to take exercise
  • #15: I’ll take a hint from Mrs May – 360 video means 360 video. And if you push me further I’d say not it’s red, green and blue
  • #28: Facebook – Oculus Google jump, tango, cardboard HTC Samsung Gear VR Jaunt Nokia OZO
  • #29: Facebook – Oculus Google jump, tango, cardboard HTC Samsung Gear VR Jaunt Nokia OZO
  • #30: Facebook – Oculus Google jump, tango, cardboard HTC Samsung Gear VR Jaunt Nokia OZO
  • #31: Facebook – Oculus Google jump, tango, cardboard HTC Samsung Gear VR Jaunt Nokia OZO
  • #32: Facebook – Oculus Google jump, tango, cardboard HTC Samsung Gear VR Jaunt Nokia OZO
  • #33: Facebook – Oculus Google jump, tango, cardboard HTC Samsung Gear VR Jaunt Nokia OZO
  • #36: Google Expeditions