Many are touting virtual reality (VR) and augmented reality (AR) as the next big things, but there are many factors working against their widespread adoption -- practical, economic and artistic.
How do creators tell a story when they can't control the narrative? Where do you put the crew when you're shooting 360-degrees? Can watching VR really make someone vomit? And how can anyone stand to wear those godawful goggles for more than 10 minutes?
I answer those question and others in the articles below.
Virtual Reality in Sports Poses Unique Challenges for Producers
“The average person thinks they’d love to stand on the sidelines to watch an NFL game,” says Cliff Plumer, president of Jaunt VR’s production arm, Jaunt Studio. “They’ll learn that it’s the worst place to stand. You can have an action all the way across the field, and it’ll seem very far away. So how you cover that for VR is much more challenging than traditional broadcast.”
How Pokemon Go is Realigning the Perception of Augmented Reality
More than a few media pundits went from trumpeting Pokémon Go as the hottest trend on the planet to lamenting its decline without pausing to take a breath.
One week, they couldn’t stop talking about how Pokémon Go had topped the Google Play and Apple Store download charts, generated millions of dollars in in-app purchases and surpassed Twitter in daily active users. The next, they were piling on a report by SurveyMonkey Intelligence that said the app’s popularity in the U.S. had peaked a week after its release, on July 14, when 25 million smartphone users played the app.
But Pokémon Go is refusing to follow the scripted character arc. This morning it’s being reported that the city of Brisbane, Australia, is attributing a 25% spike in usage of its free wi-fi network to the app’s popularity.
No matter how it plays out, it has been a huge win for Pokémon Go’s developer Niantic ...
Should Creators be Spooked by Virtual Reality Storytelling?
While shooting the short “Eat You Alive” at YouTube Space LA , director Brent Coble had to suppress his urge to shoot close-ups of the hungry mouths devouring human flesh.
It wasn’t due to any content restrictions. Close-ups simply weren’t part of the cinematic toolset at Coble’s disposal. That’s because he was shooting the zombie home invasion on Stage 2’s “Walking Dead”-inspired set in 360-degree immersive video. Even if he moved the camera in close to capture a zombie bite, he couldn’t be sure the viewer wouldn’t be looking at the ceiling or the other side of the room instead of the gnashing teeth of the undead.
Getting to the Spine of VR’s Monetization Challenges with Vertebrae’s Vincent Cacace
Vincent Cacace didn’t take the typical route into the virtual reality (VR) space. A self-described “hardcore analytics nerd,” he spent nearly two years working on data solutions for General Motors before launching ad tech VR startup Vertebrae last year.
“I was fascinated by the potential of VR, because you can measure the entire 3D content experience,” said Cacace, who is Vertebrae’s founder and CEO. “I was thinking, ‘That would be really interesting to a brand advertiser.’ And that’s such nerdy way to get into VR. And then I thought, that’s cool, let’s take a step look at what the real issues are right now.”
Does the Future of Virtual Reality Sit at Home and Wear a Headset?
To say that the entertainment and tech sectors are bullish on virtual reality (VR) and augmented reality (AR) is a bit of an understatement. According to eMarketer, investment in those technologies hit $1.08 billion in Q1 2016, compared to just $144 million in Q1 2015, and it’s hard to have a conversation with an entertainment exec and not hear some vague platitudes about their potential
.AR, which had been treated like VR’s ugly stepsister, got its first taste of pop success when the Pokémon Go app became a worldwide hit, but VR is still waiting for its breakthrough moment.
“The challenge for VR is whether it will be accepted by consumers,” said David “Shingy” Shing, who serves as the “digital prophet” for AOL. “We can pontificate as much as we like as to what’s going to happen. But it depends if people put on the goggles and hang out with it.”
Why Ovrture is Putting Viewers in VR Prison with 'Lockup 360'
Virtual reality video usually puts people in the middle of fun stuff, like a roller coaster ride, a soccer game or maybe a zombie attack. But Ovrture, a new VR content studio created by the unscripted television vets at 44 Blue Productions, is taking a different tack.
In their new VR short “Lockup 360,” produced as a companion to their long-running MSNBC prison documentary series “Lockup,” they put viewers inside Rio Cosumnes Correctional Center in Sacramento, showing them what it’s like from both the prisoner’s and the guard’s perspective.