Tuesday, 5 May 2015

Virtual Reality's killer app is live

IBC

http://www.ibc.org/page.cfm/action=library/libID=14/libEntryID=97/listID=3

It's hard not to feel a sense of déjà vu about Virtual Reality (VR). Exponents claim it offers 'best seat in the house' experiences that can't be achieved watching standard telly. Viewers have to don facial hardware. Production is complex and there's talk of needing new editorial grammar.
3D TV didn't work out the way many in the industry expected and it is no great surprise that Sky has finally shuttered its 3D channel.
There are reasons to feel differently about VR though – not least at Sky which is an investor in VR hardware developer Jaunt.
For a start, there's no need to buy a new TV set. Anyone with a smartphone can receive VR content provided they pay around £150 for it to be temporarily converted into a headset via Google Cardboard or Samsung Gear VR. It will most likely exist as a second screen adjunct to cinema and TV programming until someone comes up with a killer app.
Some, like US VR technology and production outfit NextVR, believe they've already found it. “Live transmission is really the killer app for virtual reality,” declares co-founder DJ Roller, “it enables viewers to witness sporting events as they happen from locations beyond a front row seat.”
Sports federations in the US including NASCAR, NHL and NBA have trialled live and recorded VR sports action, even using multiple outside broadcast camera positions.
It is likely there will be some VR content shot around the 2016 Rio Olympic Games too, and English Premier League football clubs including Manchester United have expressed interest. Sky has test-shot boxing and football in the format. According to NextVR, the first pay-per-view live VR stream will happen next year.
“The holy grail is live VR and how you integrate that across platforms,” says Sky's Director of Operations, Keith Lane.
Meanwhile, Jaunt is launching Jaunt Studios in Los Angeles, CA to create live-action VR experiences. Publisher Conde Nast has signed to produce scripted VR shows at the studio for distribution on its online video platform.
VR is part of two wider trends which will be evident at IBC2015. The first of these is panoramic image capture from 360° camera rig systems and video stitching software applications. The number of such systems is multiplying and already opening up new applications.

Panoramic applications
BT Sport's Owl cam, trialled at Rugby Premiership matches this season, takes video from a pair of 4K cameras into a software programme. It stitches the images to provide a panoramic angle from which four virtual camera positions can be extracted. These can be used by directors to zoom in on aspects of the picture (in HD) or for analysis of action not 'seen' by the main gantry camera.
Isreal's Pixellot has taken this a stage further with a 50-megapixel 10-camera array for extraction of even more virtual camera angles. Its ultimate application may lie in the remote production of an event in which case the need for a traditional OB truck and crew to be on-site is not necessary.
Germany's Fraunhofer Institute recorded the 2014 World Cup Final for viewing on 360° or 180° displays using the OmniCam, a rig which captures a 360° panorama from ten 36° mirror segments on multiple small HD cameras.
IC Real Tech's Allie camera can create a 720° view by stitching two 360° camera feeds together. Action camera maker GoPro recently acquired French image-stitching developer Kolor to enable users to create 360° video for VR apps.

Mixed reality
The second trend is Augmented Reality (AR), viewed as a softer, more comfortable entrée into mixing the virtual with the real. Smartphones are once again the key display device bringing the technology, which has been around for many years, to mass market. AR is set to generate $5.2bn in revenues by next year, suggest research analysts Juniper. It predict there will be 200 million AR users worldwide by 2018.
The blurred area between AR and VR, sometimes called Mixed Reality, is also a source of considerable activity. Google (with Project Tango), Intel (with RealSense) and Leap Motion are developing combined infra-red sensor and camera devices that are able to provide greater depth information to fuel AR experiences.
Such devices gives AR software a better sense of the space and objects around it, helping to convince the user of the veracity of a scene.
Applications include the obvious ones of gesture control of virtual reality games or smartTV navigation and improved object recognition. It also includes object avoidance for UAVs, the ability to change which layers of a still photograph or video are in focus, and realtime video chats with animated avatars.
Microsoft is developing Hololens, an AR headgear that uses depth sensor Kinect to display holograms. Google and Qualcomm are two investors in Magic Leap which is gaining considerable buzz, not least because of its secretive marketing. It is reported to have cracked the problems that bedevilled stereoscopic 3D by projecting virtual images directly into a viewer's eyes from a tiny projector (presumably mounted on a form of glassware).
Founder Rony Abovitz has dubbed the technique 'cinematic reality' and Framestore, the Oscar-winning VFX house behind Gravity, will debut a project using it in Manchester this summer.
Is this the future of cinema? AR and VR will infuse IBC2015 and The IBC Big Screen Experience this September.

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