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Introduction to Cinematic VR
Fiction / Narrative Storytelling in 360VR
Digital India
• India is the world’s 2nd largest internet using country – 500mn+ users.
• India has 400mn+ mid-to-high-level smartphones, which is ~40% of all phones.
• India is the worlds largest per-capita weekly video-watching country (9 hrs / week).
• 9 out of 10 OTT consumers watch content on their cellphones.
• Mobile data cost crashed from Rs 16/GB in 2016 to Rs 4.5/GB in 2018 to Rs 3/GB in 2019.
• Per capita data consumption doubled from 4GBpm in 2017 to 8GBpm in 2018.
Digital Content’s journey from 2012-2020
• Widespread fiction / narrative content has emerged – in all content / business models.
• 3 generations of content creators have emerged
• Awards/Festival inclusion, dedicated digital content film festivals.
• Tech pipeline is sorted:
• High quality, film-grade sensors, cinematic lenses
• Stabilisation of Tech / post-prodn workflow
• Viewing devices to get better – smartphones/tablets
• High quality sound – Dolby Atmos, et al.
• Adequate processing power in devices
• 4G for High Quality Streaming
Platforms
Low Volume High Volume
Low
Value
High
Value
Premium OTT
Theatrical
Free(mium) OTT
C&S / DTH
Note:
This is India-specific
There are 4 viewing
platforms & multiple types
of content presently.
On a Viewership / Value
matrix, this is where are
they now & where are they
likely to be 5 yrs from now. Free OTT
VR Potential
• India is a large potential VR market with over 300mn VR-ready consumers.
• India needs to create its first generation of Cinematic VR filmmakers.
• Fiction / narrative content / experiences for VR are at a nascent stage. No academic pedagogy
(curriculum) exists.
• Hence, we first need to write the curriculum for Cinematic VR and then educate / train film school
graduates as well as industry professionals.
Understanding IMMERSION
& our Senses
SENSES
How many senses do humans have?
SENSES
How many senses do humans have?
The obvious answer is five: SIGHT, HEARING,
TOUCH, SMELL & TASTE.
But in reality, there are 27.
SENSES
How many senses do humans have?
The obvious answer is five: SIGHT, HEARING,
TOUCH, SMELL & TASTE.
But in reality, there are 27.
In addition to these 5 organ-
based senses, there are:
¤ 4 Perception-based
senses
¤ 18 other Organ based
senses
SENSES
Perception based senses
¤ Time
¤ Agency (control)
¤ Familiarity
¤ Sensing gravity
SENSES
Organ Based Senses
¤ Balance
¤ Temperature
¤ Proprioception (Kinesthetic sense)
¤ Pain
¤ Sexual stimulation
¤ Hunger
¤ Thirst
¤ Breathing
¤ Suffocation
Organ Based Senses
¤ Intoxication
¤ Vasodilation (Blushing)
¤ Digestion
¤ Swallowing / Vomiting
¤ Gagging
¤ Urination
¤ Vasodilation caused Pain
¤ Cardioception
¤ UV Radiation Detection
IMMERSION
The impact of immersion on other senses (the ability of one sense to overpower many
other senses) has caused science to treat immersion as a sense, though it has yet to be
classified as a perception-based or organ-based sense.
Two types of Immersion:
¤ Physical / Technical Immersion
¤ Cognitive Immersion:
• Spatial Immersion
• Temporal Immersion
• Spacio-Temporal Immersion
• Emotional Immersion
SENSES
Content v/s ‘Experiences’
Content ‘Experience’
• Technology-enabled
experiences in content
consumption are what the
consumer is seeking out.
• The consumption experience
is becoming as important is
the content.
AR/VR/MR/XR
Don’t get lost in the jargon
VR, AR, MR
Degrees of Freedom
CINEMATIC VR
Approaching Cinematic VR
• Technology
• Business
• Content
and finally,
• Problem Solving
TECHNOLOGY
The Gartner Hype Curve for Emerging Technologies - 2017
The Gartner Hype Curve for Emerging Technologies - 2018
Virtual Reality is not an
‘emerging’ technology
anymore, but one that
has ‘emerged’.
Neither is it ‘hype’
anymore.
Stabilised Tech Pipeline
Acquisition Production / Post-
production
Distribution Playback / Viewing
• Cameras with 2-16
sensors/lenses for
stereoscopic /
monoscopic
acquisition.
• In-camera
stabilization
• In-camera stitching
• Stitching – both local
& cloud
• Edit + Effects pipeline
• Finishing / exporting
to required format
• Download video &
playback
• Streaming
Head Mounted Displays:
• Headsets for cellphones
• Wireless Connected
HMDs / Standalones
• Oculus Rift
• HTC Vive
• Sony PS VR
BUSINESS
VR – Users
There is consumer interest in VR content
.
Source: 2018 VR/AR Consumer Study
Note: data through April 4, 2018
VR Content / Business Models
Low Volume High Volume
Low
Value
High
Value
Tethered
HMD`s
Location-Based VR experiences
Wireless
connected
HMDs
Mobile + Headset
Tethered + seated + multi-
sensory experiences
LBE
Tethered + Seated
Tethered
Wireless-Connected Headsets
/ Standalones
Mobile + Headset
Platforms
Low Volume High Volume
Low
Value
High
Value
Premium OTT
Theatrical
Immersive
Content
Free(mium) OTT
C&S / DTH
Note:
This is India-specific
There are 4 viewing
platforms & multiple types
of content presently.
On a Viewership / Value
matrix, this is where are
they now & where are they
likely to be 5 yrs from now. Free OTT
CONTENT & EXPERIENCE
Content & Platforms
Film / Theatrical TV Digital/OTT VR/AR
Nature of
Viewing
Captive Community viewing Non-captive Family viewing Non-captive Individual viewing Captive Individual viewing
Platform
Viewing
Details
Fixed frame, large screen,
2D & 3D
Fixed frame, small screen,
2D
Fixed frame, mini screen,
2D
FRAMELESS, 2D & 3D,
Duration &
Structure
110-180 mins
60-100 scenes
1-8 shots / scene
22–44 mins
8-10 scenes
1-20 shots / scene
3–60 mins
2-20 scenes
1-4 shots / scene
60secs - 60mins
Fiction
Content
Structure
Primarily stand-alone,
marginally serial
Primarily serial, marginally
stand-alone
Equal amount of stand-alone &
serial content
Equal amount of stand-
alone & serial content
USP
Larger Than Life,
Audio-visual narrative
spectacle
Appointment Viewing,
Story & Character
development
Individuality,
High concept, less formulaic,
writing-focused, pace is critical
???
Immersive & interactive is
all we know currently
Hypothesis
VR will, for the first time in history,
create a ‘Value Snacking’ content category
and enable the same to be monetized.
VR
The Dunning-Kruger Effect
VR Content Experience – to simplify
Image courtesy Nick Bicanic - Founder RVLVR &
member of the WW VR Lab’s advisory board
VR Content – Production Complexity
PROBLEM SOLVING
© Felix & Paul Studios Do not photograph, do not distribute
Problems to solve in VR
• Standards
• Security
• Acquisition & Data Management
• File Formats, Workflow & Distribution
• Software pipeline
• Computing Requirements
• Narrative Content Creation
• Building Awareness
Problems to solve in VR
• Standards – VRIF
• Security – Standards bodies & Health Departments
• Acquisition & Data Management – Hyper-dynamic, it is a perpetual battle
• File Formats, Workflow & Distribution – OMAF/MPEG-H/HEVC/Tiles/etc.
• Software pipeline – In place, continuing development will occur
• Computing Requirements – Hyper-dynamic, it is a perpetual battle
• Narrative Content Creation
• Building Awareness
Our focus
Where are we now?
Key learnings along the way
• There is no such person as a VR ‘Expert’
• There are only 5 ‘rules’ as of now in VR:
• Don’t bore people – experience without engagement is pointless
• Don’t confuse people – VR content is not a treasure hunt
• Don’t give people whiplash – Contextually 360deg but Content-wise between 160-210deg.
• Don’t make people vomit
• Backup your Data – Coz there’s LOADS of it
• A VR 'film' is in reality an 'experience' of which the Story, Visuals, Sound, Immersion &
Interactivity are all parts. Work on all of them during the ‘writing’.
• Cinematic grammar needs to be re-written for frameless / immersive content.
• A deeper study of Immersion as a sense is needed by all filmmakers.
• Directing Attention is the new craft to be learnt by the filmmaker.
• The viewers eyes are your viewfinder & your frame
• Solving people’s FOMO is the big challenge.
• Intuitive Filmmaking is needed - Think of why & how you would look at something.
• Every VR shot is a VFX shot.
Much much more to come...
Key learnings along the way
What Next?
Cinematic VR’s expected journey from 2019-2025
VR
• Widespread fiction / narrative content has emerged – in
all content / business models.
• 2 generations of Cinematic VR content creators to
emerge, first by 2021-22
• Increased Festival inclusion, dedicated VR film festivals.
• Tech pipeline to be sorted:
• High quality, film-grade sensors, cinematic lenses, 6 DoF,
VolCap, Point Cloud & Photogrammetry
• Stabilisation of VR workflow
• HMDs to get better – 4k / wireless / nearly-weightless
• Native spatial audio in all headsets & mobiles
• Adequate computing & graphic computing power
• 5G for High Quality Streaming
Cinematic VR’s expected journey from 2019-2025
VR
• Widespread fiction / narrative content has emerged – in
all content / business models.
• 2 generations of Cinematic VR content creators to
emerge, first by 2021-22
• Increased Festival inclusion, dedicated VR film festivals.
• Tech pipeline to be sorted:
• High quality, film-grade sensors, cinematic lenses, 6 DoF,
VolCap, Point Cloud & Photogrammetry
• Stabilisation of VR workflow
• HMDs to get better – 4k / wireless / nearly-weightless
• Native spatial audio in all headsets & mobiles
• Adequate computing & graphic computing power
• 5G for High Quality Streaming
Digital/OTT
• Widespread fiction / narrative content has emerged – in
all content / business models.
• 3 generations of content creators have come & gone
• Awards/Festival inclusion, dedicated digital film festivals.
• Tech pipeline is sorted:
• High quality, film-grade sensors, cinematic lenses
• Stabilisation of Tech / post-prodn workflow
• Viewing devices to get better – smartphones/tablets
• High quality sound – Dolby Atmos, et al.
• Adequate processing power in devices
• 4G for High Quality Streaming
Thank You
Chaitanya Chinchlikar
Lab Head, Whistling Woods JIO VR Lab
Vice President & Chief Technology Officer, Whistling Woods International
chaitanya.c@whistlingwoods.net

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Introduction to Cinematic VR

  • 1. Introduction to Cinematic VR Fiction / Narrative Storytelling in 360VR
  • 2. Digital India • India is the world’s 2nd largest internet using country – 500mn+ users. • India has 400mn+ mid-to-high-level smartphones, which is ~40% of all phones. • India is the worlds largest per-capita weekly video-watching country (9 hrs / week). • 9 out of 10 OTT consumers watch content on their cellphones. • Mobile data cost crashed from Rs 16/GB in 2016 to Rs 4.5/GB in 2018 to Rs 3/GB in 2019. • Per capita data consumption doubled from 4GBpm in 2017 to 8GBpm in 2018.
  • 3. Digital Content’s journey from 2012-2020 • Widespread fiction / narrative content has emerged – in all content / business models. • 3 generations of content creators have emerged • Awards/Festival inclusion, dedicated digital content film festivals. • Tech pipeline is sorted: • High quality, film-grade sensors, cinematic lenses • Stabilisation of Tech / post-prodn workflow • Viewing devices to get better – smartphones/tablets • High quality sound – Dolby Atmos, et al. • Adequate processing power in devices • 4G for High Quality Streaming
  • 4. Platforms Low Volume High Volume Low Value High Value Premium OTT Theatrical Free(mium) OTT C&S / DTH Note: This is India-specific There are 4 viewing platforms & multiple types of content presently. On a Viewership / Value matrix, this is where are they now & where are they likely to be 5 yrs from now. Free OTT
  • 5. VR Potential • India is a large potential VR market with over 300mn VR-ready consumers. • India needs to create its first generation of Cinematic VR filmmakers. • Fiction / narrative content / experiences for VR are at a nascent stage. No academic pedagogy (curriculum) exists. • Hence, we first need to write the curriculum for Cinematic VR and then educate / train film school graduates as well as industry professionals.
  • 7. SENSES How many senses do humans have?
  • 8. SENSES How many senses do humans have? The obvious answer is five: SIGHT, HEARING, TOUCH, SMELL & TASTE. But in reality, there are 27.
  • 9. SENSES How many senses do humans have? The obvious answer is five: SIGHT, HEARING, TOUCH, SMELL & TASTE. But in reality, there are 27. In addition to these 5 organ- based senses, there are: ¤ 4 Perception-based senses ¤ 18 other Organ based senses
  • 10. SENSES Perception based senses ¤ Time ¤ Agency (control) ¤ Familiarity ¤ Sensing gravity
  • 11. SENSES Organ Based Senses ¤ Balance ¤ Temperature ¤ Proprioception (Kinesthetic sense) ¤ Pain ¤ Sexual stimulation ¤ Hunger ¤ Thirst ¤ Breathing ¤ Suffocation Organ Based Senses ¤ Intoxication ¤ Vasodilation (Blushing) ¤ Digestion ¤ Swallowing / Vomiting ¤ Gagging ¤ Urination ¤ Vasodilation caused Pain ¤ Cardioception ¤ UV Radiation Detection
  • 12. IMMERSION The impact of immersion on other senses (the ability of one sense to overpower many other senses) has caused science to treat immersion as a sense, though it has yet to be classified as a perception-based or organ-based sense. Two types of Immersion: ¤ Physical / Technical Immersion ¤ Cognitive Immersion: • Spatial Immersion • Temporal Immersion • Spacio-Temporal Immersion • Emotional Immersion SENSES
  • 14. Content ‘Experience’ • Technology-enabled experiences in content consumption are what the consumer is seeking out. • The consumption experience is becoming as important is the content.
  • 19. Approaching Cinematic VR • Technology • Business • Content and finally, • Problem Solving
  • 21. The Gartner Hype Curve for Emerging Technologies - 2017
  • 22. The Gartner Hype Curve for Emerging Technologies - 2018 Virtual Reality is not an ‘emerging’ technology anymore, but one that has ‘emerged’. Neither is it ‘hype’ anymore.
  • 23. Stabilised Tech Pipeline Acquisition Production / Post- production Distribution Playback / Viewing • Cameras with 2-16 sensors/lenses for stereoscopic / monoscopic acquisition. • In-camera stabilization • In-camera stitching • Stitching – both local & cloud • Edit + Effects pipeline • Finishing / exporting to required format • Download video & playback • Streaming Head Mounted Displays: • Headsets for cellphones • Wireless Connected HMDs / Standalones • Oculus Rift • HTC Vive • Sony PS VR
  • 26. There is consumer interest in VR content . Source: 2018 VR/AR Consumer Study Note: data through April 4, 2018
  • 27. VR Content / Business Models Low Volume High Volume Low Value High Value Tethered HMD`s Location-Based VR experiences Wireless connected HMDs Mobile + Headset Tethered + seated + multi- sensory experiences LBE Tethered + Seated Tethered Wireless-Connected Headsets / Standalones Mobile + Headset
  • 28. Platforms Low Volume High Volume Low Value High Value Premium OTT Theatrical Immersive Content Free(mium) OTT C&S / DTH Note: This is India-specific There are 4 viewing platforms & multiple types of content presently. On a Viewership / Value matrix, this is where are they now & where are they likely to be 5 yrs from now. Free OTT
  • 30. Content & Platforms Film / Theatrical TV Digital/OTT VR/AR Nature of Viewing Captive Community viewing Non-captive Family viewing Non-captive Individual viewing Captive Individual viewing Platform Viewing Details Fixed frame, large screen, 2D & 3D Fixed frame, small screen, 2D Fixed frame, mini screen, 2D FRAMELESS, 2D & 3D, Duration & Structure 110-180 mins 60-100 scenes 1-8 shots / scene 22–44 mins 8-10 scenes 1-20 shots / scene 3–60 mins 2-20 scenes 1-4 shots / scene 60secs - 60mins Fiction Content Structure Primarily stand-alone, marginally serial Primarily serial, marginally stand-alone Equal amount of stand-alone & serial content Equal amount of stand- alone & serial content USP Larger Than Life, Audio-visual narrative spectacle Appointment Viewing, Story & Character development Individuality, High concept, less formulaic, writing-focused, pace is critical ??? Immersive & interactive is all we know currently
  • 31. Hypothesis VR will, for the first time in history, create a ‘Value Snacking’ content category and enable the same to be monetized.
  • 33. VR Content Experience – to simplify Image courtesy Nick Bicanic - Founder RVLVR & member of the WW VR Lab’s advisory board
  • 34. VR Content – Production Complexity
  • 36. © Felix & Paul Studios Do not photograph, do not distribute
  • 37. Problems to solve in VR • Standards • Security • Acquisition & Data Management • File Formats, Workflow & Distribution • Software pipeline • Computing Requirements • Narrative Content Creation • Building Awareness
  • 38. Problems to solve in VR • Standards – VRIF • Security – Standards bodies & Health Departments • Acquisition & Data Management – Hyper-dynamic, it is a perpetual battle • File Formats, Workflow & Distribution – OMAF/MPEG-H/HEVC/Tiles/etc. • Software pipeline – In place, continuing development will occur • Computing Requirements – Hyper-dynamic, it is a perpetual battle • Narrative Content Creation • Building Awareness Our focus
  • 39. Where are we now?
  • 40. Key learnings along the way • There is no such person as a VR ‘Expert’ • There are only 5 ‘rules’ as of now in VR: • Don’t bore people – experience without engagement is pointless • Don’t confuse people – VR content is not a treasure hunt • Don’t give people whiplash – Contextually 360deg but Content-wise between 160-210deg. • Don’t make people vomit • Backup your Data – Coz there’s LOADS of it
  • 41. • A VR 'film' is in reality an 'experience' of which the Story, Visuals, Sound, Immersion & Interactivity are all parts. Work on all of them during the ‘writing’. • Cinematic grammar needs to be re-written for frameless / immersive content. • A deeper study of Immersion as a sense is needed by all filmmakers. • Directing Attention is the new craft to be learnt by the filmmaker. • The viewers eyes are your viewfinder & your frame • Solving people’s FOMO is the big challenge. • Intuitive Filmmaking is needed - Think of why & how you would look at something. • Every VR shot is a VFX shot. Much much more to come... Key learnings along the way
  • 43. Cinematic VR’s expected journey from 2019-2025 VR • Widespread fiction / narrative content has emerged – in all content / business models. • 2 generations of Cinematic VR content creators to emerge, first by 2021-22 • Increased Festival inclusion, dedicated VR film festivals. • Tech pipeline to be sorted: • High quality, film-grade sensors, cinematic lenses, 6 DoF, VolCap, Point Cloud & Photogrammetry • Stabilisation of VR workflow • HMDs to get better – 4k / wireless / nearly-weightless • Native spatial audio in all headsets & mobiles • Adequate computing & graphic computing power • 5G for High Quality Streaming
  • 44. Cinematic VR’s expected journey from 2019-2025 VR • Widespread fiction / narrative content has emerged – in all content / business models. • 2 generations of Cinematic VR content creators to emerge, first by 2021-22 • Increased Festival inclusion, dedicated VR film festivals. • Tech pipeline to be sorted: • High quality, film-grade sensors, cinematic lenses, 6 DoF, VolCap, Point Cloud & Photogrammetry • Stabilisation of VR workflow • HMDs to get better – 4k / wireless / nearly-weightless • Native spatial audio in all headsets & mobiles • Adequate computing & graphic computing power • 5G for High Quality Streaming Digital/OTT • Widespread fiction / narrative content has emerged – in all content / business models. • 3 generations of content creators have come & gone • Awards/Festival inclusion, dedicated digital film festivals. • Tech pipeline is sorted: • High quality, film-grade sensors, cinematic lenses • Stabilisation of Tech / post-prodn workflow • Viewing devices to get better – smartphones/tablets • High quality sound – Dolby Atmos, et al. • Adequate processing power in devices • 4G for High Quality Streaming
  • 45. Thank You Chaitanya Chinchlikar Lab Head, Whistling Woods JIO VR Lab Vice President & Chief Technology Officer, Whistling Woods International chaitanya.c@whistlingwoods.net