Page 26

26

VR REPORT

January/February 2017

view – which increases to 270 degrees with eye motion. To get 360 degrees we swivel our necks around and if we look at a moving object for long enough we’ll naturally turn to look straight ahead at it. Unlike our eyes, our ears are designed to experience the world in 360 and will work out which direction the sound is coming from and how far away it is. That poses the question of whether we are all ready to experience 360 degree VR? Probably not, however 180 degree VR is a good place to start. That works for consumers who can reap the benefits that the VR experience offers and helps out the VR content providers who will save time and money by making experiences enhanced by VR. There’s really no point in 360 content if what’s behind you doesn’t actually add to the narrative!

Was 2016 really the year of VR? And why not? David Daniels, AV project director at the DTG gives his take on VR in 2016. Was last year the promised year of VR? Or do we still have to wait? And for how long?

L

ast year was a major turning point for our industry with great change and innovation in many areas. However, we didn’t really see the fulfillment of the promise that 2016 would become the Year of Virtual Reality – a real disappointment for many of us. After discussion about whether VR was the next 3D early in the year, and with stories about significant VR investment in March, IBC 2016 really set the scene with much VR excitement and then October 2016 became ‘VR Month’ with launches from Google Daydream, Oculus Touch and Playstation VR.

180 0 degrree VR is a go ood place to starrt Throughout the year the DTG was heavily involved in an industry initiative to help make new VR experiences simple and interoperable for both content producers and consumers. This came to fruition at CES 2017 when the Virtual Reality Industry Forum (VRIF) was launched with the goal to encourage the adoption of common, interoperable technical standards for end-to-end VR systems and plans to create voluntary best practice guidelines and

promote VR services and applications. These will certainly be needed to help this technology find its feet in broadcast. But why wasn’t 2016 the Year of VR? Many have mooted cost as the key obstacle while others cite VR sickness which can make exposure to the technology a difficult experience for some. My own view is that good VR content will be the key to driving widespread VR adoption. THE PROBLEM WITH CONTENT One issue with long form content in a VR environment is that it is very easy to be distracted by everything around you. In a traditional broadcast environment the director ensures that you concentrate front and centre on what’s going on. To tell a good long form story in VR requires some new rules about how to capture and direct a viewer’s attention. To this end, one of the first items on the newly formed VRIF agenda is to create production guidelines that help to steer creatives in the right direction, and to engender best practice in creation of compelling long form programming. Put simply, our eyes are at the front of our face giving us humans a 180 degree field of

MORE RESOLUTION Another issue currently preventing VR from being more than an impressive toy is resolution, effectively cramming a full 360 degree experienced into a UHD frame pushes the capabilities to the limit, especially for longer form content. So what we are seeing is the emergence of what may perhaps be interim technologies which concentrate on delivering 180 degree content in the shape of personal cinema. Devices such as the ‘Moon’ head-mounted display from Royole provide 1080 resolution per eye, with great audio built in making the experience of watching a full length movie possible to contemplate. So, if more resolution is the name of the game, where does that come from? UHD at 3840 may sound like a lot of pixels but when we spread these around a full 360 experience it doesn’t really cut it. Handily, we have the promise of more pixels, with the emergence of 8k (7680x4320). Until now I’ve struggled to understand how this benefits traditional displays, but giving a head mounted display this much more data to play may well be the leap needed to give us a great 360 degree experience. The final point to note is that current VR headsets are just the latest iteration of headmounted technologies we’ve had for years and the basic experience itself hasn’t actually changed very much. VR is too personal an experience and will remain so until we can get passed head mounted displays. Who wants to sit down and watch an episode of Strictly completely alone, or indeed the next big Arsenal game, as these are by their nature shared experiences. VR is about how you view, not what you view… so it’s never going to threaten broadcast as such, since that is about what you view, not how you view it.

TV Tech Global January/February 2017  

The technical resource for the global media ecosystem

Read more
Read more
Similar to
Popular now
Just for you