Fiction / Narrative Storytelling in 360 VR.
The approach, methodology and process undertaken by the Whistling Woods Jio VR Lab, of creating india's first generation of Cinematic VR filmmakers in India...
A detailed presentation on Cinematic VR (Fiction/Narrative Storytelling in 360VR) and what India's only lab is doing to ensure that we train & educate both students and the industry in Cinematic VR!
Cinematic VR, VR Concerts, Sports in VR, Metaverse, Virtual Production, Photogrammetry, Volumetric Capture... These are all terms that we hear of and are spoken about a lot nowadays. They are looked upon as disparate separate from each other. That is however not the case. In reality, they are all a part of the Immersive industry - the 4th content industry after Cinema, TV & Digital/OTT.
In this presentation, we talk about a comprehensive approach to the Immersive industry.
EBU's report on DVB and VR
By David Wood, Consultant in Technology and Innovation to the European Broadcasting Union (EBU)
at 2nd ITU-T Mini-Workshop on Immersive Live Experience (ILE) in 19 January 2017
There is 100% chances you are going to engage your customers on mobile first, but converting them into lifetime and faithful promoters is a multi-screen journey. For brands, media and retailers it is then critical to select the most relevant device-agnostic technology and the
A detailed presentation on Cinematic VR (Fiction/Narrative Storytelling in 360VR) and what India's only lab is doing to ensure that we train & educate both students and the industry in Cinematic VR!
Cinematic VR, VR Concerts, Sports in VR, Metaverse, Virtual Production, Photogrammetry, Volumetric Capture... These are all terms that we hear of and are spoken about a lot nowadays. They are looked upon as disparate separate from each other. That is however not the case. In reality, they are all a part of the Immersive industry - the 4th content industry after Cinema, TV & Digital/OTT.
In this presentation, we talk about a comprehensive approach to the Immersive industry.
EBU's report on DVB and VR
By David Wood, Consultant in Technology and Innovation to the European Broadcasting Union (EBU)
at 2nd ITU-T Mini-Workshop on Immersive Live Experience (ILE) in 19 January 2017
There is 100% chances you are going to engage your customers on mobile first, but converting them into lifetime and faithful promoters is a multi-screen journey. For brands, media and retailers it is then critical to select the most relevant device-agnostic technology and the
Perception of reality can now be managed by combining many areas of technology. Particularly, use of Virtual Reality (VR) and Augmented Reality (AR) is gaining traction and it will have increasing impact on entertainment, education and businesses in coming years. It is therefore essential to understand the underlying technologies and explore the software development options to harness the unfolding opportunities. The talk attempts to demystify the topic and highlight some of the important aspects.
Opening presentation given at AdhearsionConf 2013. This talks about a vision for the future of the Adhearsion project as well as the future of real-time communications applications.
Presenter: Adam Sheppard, 8ninths, CEO & Co-Founder
AR is poised to become the hottest new engagement method since the rise of social media. 8ninths is launching their first consumer engagement AR Marketing Platform for Apple's ARKit in mid-September when iOS 11 is revealed. Hear what we've discovered about AR Marketing for consumers in the first few weeks after launch as well as our learnings from multiple AR Client Projects.
Ubiquitous Media Design Workshop, IXDC 2014bo begole
All visions of the future contain images of pervasive screens throughout the lives of users: Days Made of Glass, Minority Report, Blade Runner, even Apple’s Knowledge Navigator of 1987. Research centers are creating technologies for autoscopic 3D, flexible displays, augmented reality, responsive media, immersive googles and domes, inexpensive pervasive displays, and all running at 8K resolution or higher.
How do we separate the hype from the reality of these visions? Which of these innovations will users reject, like 3D TV, which will take off, and how can we decide which innovations to design for? Technology advocates often compare media technology innovations to the change from black-and-white to color TV, but when is that characterization fair and when is it overstatement? In this presentation, I’ll present a case study in the field of responsive media, called Responsive Mirror, and apply lessons learned from that to anticipate the fates of today’s hot topics in visions of tomorrow’s ubiquitous media.
Target Audience:
Innovators of new products and services, particularly using new media technologies such as 3D, Augmented Reality, Responsive Media, and more.
Benefit for Participants:
1. A taxonomy of media technology visions: terminology and categories.
2. Lessons learned from deployment of media-based technologies.
3. A framework for identifying likely adoption of novel media experiences.
Hui Zhou (JD.com): Augmented Reality and Virtual Reality for e-CommerceAugmentedWorldExpo
A talk from the Consumer Track at AWE USA 2017 - the largest conference for AR+VR in Santa Clara, California May 31- June 2, 2017.
Hui Zhou (JD.com): Augmented Reality and Virtual Reality for e-Commerce
Augmented reality and Virtual Reality are becoming new platforms. As the largest and fast-growing e-commerce company in China, JD.COM has been putting much effort on AR/VR technologies to push the user experience for e-commerce to a new level. I will discuss about how the AR/VR technology developing in JD.COM will be helping the consumer experience in the new media era. Demonstration of the current work will also be shown.
http://AugmentedWorldExpo.com
What’s up with the Metaverse!? A film school’s approach to immersive engageme...Chaitanya Chinchlikar
The metaverse may seem like something that has appeared all of a sudden but it's actually not. Over the past 50 years almost all the technological advances in content consumption & creation have lead us to this point. Over the past decades our goal has been to draw the viewer closer & closer to the content and make the content experience more & more immersive. And the metaverse is the current answer to the question “What Next?”
Beyond the Hype Cycle: Barriers and Breakthroughs Toward XR GrowthIntel® Software
Has everyone lived through the 'trough of disillusionment', or are they kidding themselves about VR and AR being anywhere near mainstream adoption? This session will look at recent market trends, and some of the technology and product developments that may be pushing us past the barriers to a bright future for XR. The session will cover recent and upcoming promising products, what it means to be leveraging mobile technology curves, and technical developments and challenges in displays, compute SoCs, and wireless tech. It will also cover interesting use cases outside of gaming that may affect the gaming market.
Companies like PBS have all new challenges in meeting their customer demands with the increasing adoption of disruptive technologies. Simply taking content delivered across traditional channels like the TV and website no longer apply. To build a meaningful experience that leverages the vast amounts of content – PBS and 3Pillar developed a ground-up meta-data architecture that combined the two very disparate worlds of structured and unstructured data. This metadata strategy allows PBS to be predictive in serving up content; it allows PBS to run analytics for improving the experience and optimizing their business strategy.
Big Data Day LA 2015 - Building a Big Data Culture in the Entertainment Indus...Data Con LA
For decades the entertainment industry has relied on small data (e.g., test audiences, focus groups, etc.) when making decisions about programming and developing new projects. With the rise of online content distribution and internet TV, companies now have access to massive and unprecedented amounts of viewing data. This creates a new challenge: How to marry the power of big data and big analytics with the creative force of the entertainment industry to make both better. I will talk about how Netflix has tackled this issue, and in doing so, created a dynamic new force in Hollywood.
No trend highlight the constant evolution of the mobile industry better than the innovations occurring in mobile banking. Dutch-based mobile-only banking firm bunq is on the forefront of this emerging industry and has chosen biometrics for security. In this webinar we discuss mobile biometrics and why bunq chose our 4 Fingers TouchlessID for its mobile banking app.
In an era of algorithms and highly personalized recommendations, anything that is unavailable as data is very unlikely to be found or recommended. Whereas other industries have long made their contents readily discoverable by machines, the live performance sector lags behind. Linked open data could enable performing arts organizations to catch up. Together.
Perception of reality can now be managed by combining many areas of technology. Particularly, use of Virtual Reality (VR) and Augmented Reality (AR) is gaining traction and it will have increasing impact on entertainment, education and businesses in coming years. It is therefore essential to understand the underlying technologies and explore the software development options to harness the unfolding opportunities. The talk attempts to demystify the topic and highlight some of the important aspects.
Opening presentation given at AdhearsionConf 2013. This talks about a vision for the future of the Adhearsion project as well as the future of real-time communications applications.
Presenter: Adam Sheppard, 8ninths, CEO & Co-Founder
AR is poised to become the hottest new engagement method since the rise of social media. 8ninths is launching their first consumer engagement AR Marketing Platform for Apple's ARKit in mid-September when iOS 11 is revealed. Hear what we've discovered about AR Marketing for consumers in the first few weeks after launch as well as our learnings from multiple AR Client Projects.
Ubiquitous Media Design Workshop, IXDC 2014bo begole
All visions of the future contain images of pervasive screens throughout the lives of users: Days Made of Glass, Minority Report, Blade Runner, even Apple’s Knowledge Navigator of 1987. Research centers are creating technologies for autoscopic 3D, flexible displays, augmented reality, responsive media, immersive googles and domes, inexpensive pervasive displays, and all running at 8K resolution or higher.
How do we separate the hype from the reality of these visions? Which of these innovations will users reject, like 3D TV, which will take off, and how can we decide which innovations to design for? Technology advocates often compare media technology innovations to the change from black-and-white to color TV, but when is that characterization fair and when is it overstatement? In this presentation, I’ll present a case study in the field of responsive media, called Responsive Mirror, and apply lessons learned from that to anticipate the fates of today’s hot topics in visions of tomorrow’s ubiquitous media.
Target Audience:
Innovators of new products and services, particularly using new media technologies such as 3D, Augmented Reality, Responsive Media, and more.
Benefit for Participants:
1. A taxonomy of media technology visions: terminology and categories.
2. Lessons learned from deployment of media-based technologies.
3. A framework for identifying likely adoption of novel media experiences.
Hui Zhou (JD.com): Augmented Reality and Virtual Reality for e-CommerceAugmentedWorldExpo
A talk from the Consumer Track at AWE USA 2017 - the largest conference for AR+VR in Santa Clara, California May 31- June 2, 2017.
Hui Zhou (JD.com): Augmented Reality and Virtual Reality for e-Commerce
Augmented reality and Virtual Reality are becoming new platforms. As the largest and fast-growing e-commerce company in China, JD.COM has been putting much effort on AR/VR technologies to push the user experience for e-commerce to a new level. I will discuss about how the AR/VR technology developing in JD.COM will be helping the consumer experience in the new media era. Demonstration of the current work will also be shown.
http://AugmentedWorldExpo.com
What’s up with the Metaverse!? A film school’s approach to immersive engageme...Chaitanya Chinchlikar
The metaverse may seem like something that has appeared all of a sudden but it's actually not. Over the past 50 years almost all the technological advances in content consumption & creation have lead us to this point. Over the past decades our goal has been to draw the viewer closer & closer to the content and make the content experience more & more immersive. And the metaverse is the current answer to the question “What Next?”
Beyond the Hype Cycle: Barriers and Breakthroughs Toward XR GrowthIntel® Software
Has everyone lived through the 'trough of disillusionment', or are they kidding themselves about VR and AR being anywhere near mainstream adoption? This session will look at recent market trends, and some of the technology and product developments that may be pushing us past the barriers to a bright future for XR. The session will cover recent and upcoming promising products, what it means to be leveraging mobile technology curves, and technical developments and challenges in displays, compute SoCs, and wireless tech. It will also cover interesting use cases outside of gaming that may affect the gaming market.
Companies like PBS have all new challenges in meeting their customer demands with the increasing adoption of disruptive technologies. Simply taking content delivered across traditional channels like the TV and website no longer apply. To build a meaningful experience that leverages the vast amounts of content – PBS and 3Pillar developed a ground-up meta-data architecture that combined the two very disparate worlds of structured and unstructured data. This metadata strategy allows PBS to be predictive in serving up content; it allows PBS to run analytics for improving the experience and optimizing their business strategy.
Big Data Day LA 2015 - Building a Big Data Culture in the Entertainment Indus...Data Con LA
For decades the entertainment industry has relied on small data (e.g., test audiences, focus groups, etc.) when making decisions about programming and developing new projects. With the rise of online content distribution and internet TV, companies now have access to massive and unprecedented amounts of viewing data. This creates a new challenge: How to marry the power of big data and big analytics with the creative force of the entertainment industry to make both better. I will talk about how Netflix has tackled this issue, and in doing so, created a dynamic new force in Hollywood.
No trend highlight the constant evolution of the mobile industry better than the innovations occurring in mobile banking. Dutch-based mobile-only banking firm bunq is on the forefront of this emerging industry and has chosen biometrics for security. In this webinar we discuss mobile biometrics and why bunq chose our 4 Fingers TouchlessID for its mobile banking app.
In an era of algorithms and highly personalized recommendations, anything that is unavailable as data is very unlikely to be found or recommended. Whereas other industries have long made their contents readily discoverable by machines, the live performance sector lags behind. Linked open data could enable performing arts organizations to catch up. Together.
An overview including trends & analysis thereof, of the Indian Media & Entertainment industry in 2022, and its key segments, namely Film, TV, OTT/Digital, Gaming, Animation, VFX, Sports, Events, Music, Radio, etc.
An overview of the Indian Media & Entertainment industry and its key segments of TV, OTT/Digital, Film, Gaming, Animation, VFX, Radio, Music, Events and other aspects...
Overview, Trends & Analysis of the Indian Media & Entertainment industry as of Jan 2020.
P.S. The impact of the lockdown has not been built into the 2020 & beyond numbers...
Whistling Woods International - Institutional presentation 2019Chaitanya Chinchlikar
Institutional presentation of Whistling Woods International - Institute for Film, Communication & Creative Arts...
The presentation outlines the Management Team, Faculty, Programs, Achievements, Technology Partnerships, Academic Affiliations, Research & Development Activities and all round information about Whistling Woods International as of December 2019.
Trends & Analysis of the Past, Present & Future of the Indian Media & Entertainment industry as of 2019, covering areas of Film, TV, OTT, Animation, VFX, Music, Radio, Gaming, Sports & E-Sports...
Trends & Analysis of the Past, Present & Future of the Indian Media & Entertainment industry as of 2019, covering areas of Film, TV, OTT, Animation, VFX, Music, Radio, Gaming, Sports & E-Sports...
Trends & Analysis of the Past, Present & Future of the Indian Media & Entertainment industry as of 2019, covering areas of Film, TV, OTT, Animation, VFX, Music, Radio, Gaming & Sports...
India under Narendra Modi - 2014-2018 - 48 months of Development!!!Chaitanya Chinchlikar
A compilation of the excellent work undertaken by the Narendra Modi Government in the past 4 years from 2014-2018!!!
In 2019, let's all gear up for a second term to the indefatigable NaMo!!!
Trends & Analysis of the Past, Present & Future of the Indian Film, TV, Digital, Animation, Music, Radio, Media & Entertainment Industry as of July 2018.
Trends & Analysis of the Past, Present & Future of the Indian Film, TV, Digital, Animation, Music, Radio, Media & Entertainment Industry as of June 2018.
The Roman Empire A Historical Colossus.pdfkaushalkr1407
The Roman Empire, a vast and enduring power, stands as one of history's most remarkable civilizations, leaving an indelible imprint on the world. It emerged from the Roman Republic, transitioning into an imperial powerhouse under the leadership of Augustus Caesar in 27 BCE. This transformation marked the beginning of an era defined by unprecedented territorial expansion, architectural marvels, and profound cultural influence.
The empire's roots lie in the city of Rome, founded, according to legend, by Romulus in 753 BCE. Over centuries, Rome evolved from a small settlement to a formidable republic, characterized by a complex political system with elected officials and checks on power. However, internal strife, class conflicts, and military ambitions paved the way for the end of the Republic. Julius Caesar’s dictatorship and subsequent assassination in 44 BCE created a power vacuum, leading to a civil war. Octavian, later Augustus, emerged victorious, heralding the Roman Empire’s birth.
Under Augustus, the empire experienced the Pax Romana, a 200-year period of relative peace and stability. Augustus reformed the military, established efficient administrative systems, and initiated grand construction projects. The empire's borders expanded, encompassing territories from Britain to Egypt and from Spain to the Euphrates. Roman legions, renowned for their discipline and engineering prowess, secured and maintained these vast territories, building roads, fortifications, and cities that facilitated control and integration.
The Roman Empire’s society was hierarchical, with a rigid class system. At the top were the patricians, wealthy elites who held significant political power. Below them were the plebeians, free citizens with limited political influence, and the vast numbers of slaves who formed the backbone of the economy. The family unit was central, governed by the paterfamilias, the male head who held absolute authority.
Culturally, the Romans were eclectic, absorbing and adapting elements from the civilizations they encountered, particularly the Greeks. Roman art, literature, and philosophy reflected this synthesis, creating a rich cultural tapestry. Latin, the Roman language, became the lingua franca of the Western world, influencing numerous modern languages.
Roman architecture and engineering achievements were monumental. They perfected the arch, vault, and dome, constructing enduring structures like the Colosseum, Pantheon, and aqueducts. These engineering marvels not only showcased Roman ingenuity but also served practical purposes, from public entertainment to water supply.
Welcome to TechSoup New Member Orientation and Q&A (May 2024).pdfTechSoup
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This is a presentation by Dada Robert in a Your Skill Boost masterclass organised by the Excellence Foundation for South Sudan (EFSS) on Saturday, the 25th and Sunday, the 26th of May 2024.
He discussed the concept of quality improvement, emphasizing its applicability to various aspects of life, including personal, project, and program improvements. He defined quality as doing the right thing at the right time in the right way to achieve the best possible results and discussed the concept of the "gap" between what we know and what we do, and how this gap represents the areas we need to improve. He explained the scientific approach to quality improvement, which involves systematic performance analysis, testing and learning, and implementing change ideas. He also highlighted the importance of client focus and a team approach to quality improvement.
Instructions for Submissions thorugh G- Classroom.pptxJheel Barad
This presentation provides a briefing on how to upload submissions and documents in Google Classroom. It was prepared as part of an orientation for new Sainik School in-service teacher trainees. As a training officer, my goal is to ensure that you are comfortable and proficient with this essential tool for managing assignments and fostering student engagement.
The Art Pastor's Guide to Sabbath | Steve ThomasonSteve Thomason
What is the purpose of the Sabbath Law in the Torah. It is interesting to compare how the context of the law shifts from Exodus to Deuteronomy. Who gets to rest, and why?
The Indian economy is classified into different sectors to simplify the analysis and understanding of economic activities. For Class 10, it's essential to grasp the sectors of the Indian economy, understand their characteristics, and recognize their importance. This guide will provide detailed notes on the Sectors of the Indian Economy Class 10, using specific long-tail keywords to enhance comprehension.
For more information, visit-www.vavaclasses.com
Read| The latest issue of The Challenger is here! We are thrilled to announce that our school paper has qualified for the NATIONAL SCHOOLS PRESS CONFERENCE (NSPC) 2024. Thank you for your unwavering support and trust. Dive into the stories that made us stand out!
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.
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
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
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.
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
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