Conference Presentation, Panel
Ready Player All? Virtual, Augmented and Mixed Realities
Milken InstituteCharles Melcher, Nonny de la Peña, Colin Decker, Molly DeWolf Swenson, Brian Seth Hurst, Jake Zim
Market Investment and Trends
- In 2014, Facebook's acquisition of Oculus triggered a sustained investment frenzy in AR, VR, and MR.
- The sector recorded a record $3 billion in investment last year, with $1.5 billion occurring in the final quarter alone.
- Projections estimate over $200 billion will be invested in these industries by 2021.
- A divergence exists between investor sentiment ("voracious appetite") and consumer adoption, which has lagged due to delayed headset purchases and content downloading.
- Hardware barriers (heavy headsets, $1,000+ price points, need for tethered $2,000+ computers) are currently suppressing mass market acceleration.
Technological Evolution and Hardware
- The industry is shifting from expensive, tethered setups to standalone, mobile headsets (e.g., Oculus Go, Santa Cruz) powered by Qualcomm edge computing and 5G.
- 5G networks, expected next spring, will enable "full walk-around" standalone experiences by streaming data from edge computing systems on telephone poles.
- Developers are moving toward web-based distribution using A-Frame, allowing users to access volumetric content via simple links on keyboards, phones, or headsets without platform-specific stores.
- Future form factors are predicted to evolve into glasses rather than head-mounted "boxes," though mass adoption depends on overcoming current weight and comfort hurdles.
- New techniques include "volumetric" capture (walking around 3D subjects) and mixing photogrammetry for exact room replication (e.g., Frontline's solitary confinement cells).
Narrative and Artistic Development
- Creators are moving beyond the "novelty wow" phase into "true artistry," citing My Brother's Keeper (shot at 120fps for true slow motion) as a benchmark for cinematic VR.
- Storytellers are redefining traditional cinema rules, such as shifting from 360-degree views to 180-degree "cinematic" frames with blurred periphery to direct audience attention.
- Data from heat mapping indicates that high-quality production values and acting naturally guide audience gaze, countering fears of viewer distraction.
- The medium is evolving from passive consumption to "participatory" storytelling, merging linear narrative with game-like agency and interactivity.
- Industry leaders view immersive media as an "empathy machine" capable of re-embodiment, reconnecting users to their senses and fostering a "shared global view" of humanity.
Business Models and Distribution Channels
- Three primary distribution models are emerging:
- In-home: Premium HMDs (PlayStation VR, Oculus Rift, HTC Vive) targeting consumers seeking high-end personal experiences.
- VR Arcades: Entry-level locations allowing social groups to try VR for novelty or events like birthdays.
- Premium Free-Roam: High-cost ($30+ per person), large-scale location-based experiences (e.g., The Void's Ghostbusters) combining physical props with digital worlds.
- Major studios (Sony Pictures, Riot, Within) are leveraging established IPs (Spider-Man, Ghostbusters, Jumanji) to create immersive extensions that deepen audience ownership of the brand.
- Sony Pictures Entertainment is actively building a "business of immersive entertainment," focusing on ROI analysis and distinct consumer behaviors across distribution channels.
- Three primary distribution models are emerging:
Use Cases Beyond Entertainment
- Education and Training: Applications include VR for nursing simulations, classroom transformations, and architectural visualization.
- Journalism: "Immersive journalism" places audiences directly in news scenarios (e.g., food banks, war zones) to combat apathy; AR is used to visualize complex data like the stock market spatially.
- Social Impact: AR is being used to democratize culture (e.g., turning ISIS flags to rainbow flags) and drive civic action through "action buttons" linked to news stories.
- Health: VR is utilized to assist paraplegics with nerve regeneration and to help users understand experiences of constant pain.
Expert Perspectives on Challenges
- Adoption Timeline: Experts compare current VR/AR development to the 20-30 years required for cinema to establish its native language (montage, pans, cuts).
- Ethical Responsibility: Storytellers acknowledge an ethical duty to ensure content serves compassion and avoids exploiting the medium's emotional power.
- Collaboration: Success requires "informed collaboration" where storytellers actively guide technologists to ensure technology serves the narrative rather than dictating it.
- Consumer Habits: While 24/7 augmented reality is unlikely, the industry expects users to compartmentalize experiences, adopting specific hardware for specific contexts (work vs. leisure).
Panelist Introductions and Backgrounds
- Nani Gjelten (Immomatic): Pioneer of "immersive journalism," creating photogrammetric recreations of real-world events; formerly worked with Frontline.
- Colin Decker (Withn): COO of Within, a company focused on technology-enabled content; advocates for immersive media's power to create "meaningful connection."
- Brian Seth Hurst (Story Tech Immersive): Chief Storyteller; produced My Brother's Keeper; committed to "technology serving story" and raising the bar for emotional VR.
- Molly DeWolf Swenson (Former Riot/Live Nations): Co-founder of Riot (VR/AR news company acquired by AOL/Huffington Post); now focusing on artist impact strategy at Live Nations.
- Jake Zim (Sony Pictures): Head of VR for Sony Pictures Entertainment; developing immersive extensions of major IP like Ghostbusters and The Walk.
- John McCutchan (Panelist): Facilitator; noted the shift from "connecting" to "reconnecting" through immersive tech.
- David Rockefeller Jr. (Panelist): Emphasized that storytelling remains directed by the creator through sound, light, and framing, even in 360 environments.