the publisher's response, digiday wtf vr, may 11th, 2016

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May 11, 2016 Ron Diorio VP Business Development and Innovation VR: Publisher’s Cheat Sheet

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Page 1: The Publisher's Response, Digiday WTF VR, May 11th, 2016

May 11, 2016

Ron DiorioVP Business Development and Innovation

VR: Publisher’s Cheat Sheet

Page 2: The Publisher's Response, Digiday WTF VR, May 11th, 2016

Making cross platform content for VR

takes careful planning + time and money

Not simple as copy paste.

Health warning

The VR landscape changes every day.

Page 3: The Publisher's Response, Digiday WTF VR, May 11th, 2016

Health warning

Page 4: The Publisher's Response, Digiday WTF VR, May 11th, 2016

How does the audience discover the piece?

Installation or public release?

What headset will they use?

How do you make it?

How much will this cost?

Main questions

Page 5: The Publisher's Response, Digiday WTF VR, May 11th, 2016

1. Devices

Page 6: The Publisher's Response, Digiday WTF VR, May 11th, 2016

HTC Vive

Oculus Rift

CardboardGearVR

Page 7: The Publisher's Response, Digiday WTF VR, May 11th, 2016

HTC ViveDesktop headset aimed at gamers

GearVR

Oculus RiftDesktop headset aimed at gamers

Cardboard

High display quality

body tracking

hand held controllers

High display quality

head tracking

Hand held controllers

Fair quality

Wireless

interaction

$800

$600

$4-15Works with almost

any smartphone

$550 - 700

with phone

Quality Cost

Page 8: The Publisher's Response, Digiday WTF VR, May 11th, 2016

Good for video or CGI

Tracking allows to walk around in VR

Good for public installations

Good for video or CGI

Tracking allows some spatial head movement

Trackpad allows interaction and browsing content

without removing the headset

Not great for interactive real-time content

Accessible and offers a branding opportunity

Headsets

HTC ViveDesktop headset aimed at gamers

GearVR

Oculus RiftDesktop headset aimed at gamers

Cardboard

Notes

Page 9: The Publisher's Response, Digiday WTF VR, May 11th, 2016

2. Distribution

Page 10: The Publisher's Response, Digiday WTF VR, May 11th, 2016

● 360 video through Youtube and/or Facebook

● Mobile apps - for Gear or Cardboard

● Mobile VR platforms - for Gear or Cardboard

● Desktop app

● Browser based - built with code

Main options

Page 11: The Publisher's Response, Digiday WTF VR, May 11th, 2016

YouTube

Magic window

Stereo view for mobile

Not for all devices/browsers

Page 12: The Publisher's Response, Digiday WTF VR, May 11th, 2016

360 video

Magic window

Not for all devices/browsers

Facebook

Page 13: The Publisher's Response, Digiday WTF VR, May 11th, 2016

WebVR

Cons

Requires internet connection for viewing

Requires custom coding

Not supported on all devices and browsers

Pros

Scalable

No content download by user, therefore lightweight

Page 14: The Publisher's Response, Digiday WTF VR, May 11th, 2016

Native apps

Cons

Phone compatibility

Takes up space on the user’s device

Pros

Store distribution

Common Framework

Can easily access more functionalities on the user’s device

Available offline once downloaded

Page 15: The Publisher's Response, Digiday WTF VR, May 11th, 2016

Content

Page 16: The Publisher's Response, Digiday WTF VR, May 11th, 2016

Computer Generated

Easy to iterate

More possibilities of interaction

Allows working with live data

Creating content

Page 17: The Publisher's Response, Digiday WTF VR, May 11th, 2016

Computer Generated

Easy to iterate

More possibilities of interaction

Allows working with live data

Creating content

Page 18: The Publisher's Response, Digiday WTF VR, May 11th, 2016

360° VIDEO

Thorough planning ahead for filming

Hardware landscape constantly changing

Less interactive though it can be made interactive

Creating content

Page 19: The Publisher's Response, Digiday WTF VR, May 11th, 2016

RecoVR : MosulA collective reconstruction

Case Study

Page 20: The Publisher's Response, Digiday WTF VR, May 11th, 2016

Collaboration with Project Mosul

Page 21: The Publisher's Response, Digiday WTF VR, May 11th, 2016

Installation at IDFA doc lab

Page 22: The Publisher's Response, Digiday WTF VR, May 11th, 2016

Installation prototype

GearVR

Interactive - the user could move around the space and trigger text

Realtime rendering of the 3D space

Multiple narrators

Page 23: The Publisher's Response, Digiday WTF VR, May 11th, 2016

GearVR/Cardboard/ Youtube/Facebook

Not interactive Pre rendered - allows for much better visual quality

On rails

Single narrator

Public Release