This document provides an overview of virtual reality (VR) and augmented reality (AR) technologies. It discusses the evolution of 360 cameras and video, as well as head mounted displays (HMDs) and controllers used in VR. Different types of VR content are described, ranging from passive 360 video to interactive real-time 3D. Production pipelines for VR content are outlined. Major players in VR include Oculus, Sony, HTC, and Microsoft. Montreal is highlighted as an emerging hub for VR production. Applications of VR discussed include entertainment, immersion, empathy, and helping people. The future potential of VR as a new communication platform is noted.
17. Types of VR
Live Action / Animation
- 360 Video
- Stereoscopic 3D
Real Time 3D
- Game Engine
- Interactive
Hybrid
18. Level of interactivity
Passive Highly
Interactive
RANGE
Strangers
with
Patrick
W
atson
Felix &
Paul Studios
The
Enem
y
by Karim
Ben
Khelifa
W
ay
to
Go
by Vincent M
orisset
24. Who is producing VR
Oculus Story Studio
Jaunt VR
Framestore
Disney Imagineering
Microsoft
Sony
Niche:
Felix and Paul
BackLight Studio
Vrse (Chris Milk)
Emblematic Group
New Deal Studios
the NFB
34. “Looking back, the movie and TV screens
we use today will be seen as an intermediate
step between the invention of electricity and
the invention of VR.”
- Chris Dixon, Andreessen Horowitz
53. VR Audio
“Baked-in”
● Mono, Stereo
or Binaural recording
● Channel-based
● The sound is anchored
to a certain point in the
3D environment. How the
user hears that sound
depends on the position of
each ear in relation to it.
“Dynamic”
● Binaural or Ambisonics
recording (and playback)
● Object-based
● Real-time audio post-production
(Real-time dynamic mix)
● Greater control: Discrete vs
Ambient sound
Hybrid
Sound design in VR is even more important than with traditional film.
“Interactive”
● Binaural or Ambisonics
recording (and playback)
● Object-based
● Real-time audio post-production
(Real-time dynamic mix)
● Greater control: Discrete vs
Ambient sound
● User interaction will also
“generate” sounds
54. Price/Avail. User Interface
Google Cardboard $20 Side slider
Oculus Rift DK2
Consumer Version
$350
2016 Q1
“Proximity” positional tracking
Samsung Gear VR
Samsung Note 4
$99
$700
Side slider
Optional wireless joystick
HTC Vive SteamVR 2015 Q4 “Walk-around” positional tracking
Sony Playstation VR 2016 Q2
VR Head Mounted Devices (HMD)
55. Price/Avail. User Interface
Smart Phones / Tablets $200 to $1000
Now
2D Camera, Accelerometer,
Gyroscope, GPS, etc
Microsoft Hololens HMD ? Holographic environment sensors,
Positional tracking
Google Project Tango $1500
Developer only
3D Camera, Accelerometer,
Gyroscope, GPS, etc.
Google / Magic Leap ? Projection of digital light field
into the user's eye.
AR Devices