newsfilter.io
Conference Presentation, Panel

Ready Player All? Virtual, Augmented and Mixed Realities

  • 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.
  • 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.