Virtual Reality is still an abstract concept for people requiring either a Samsung mobile phone and their VR headset, a mobile phone and a VR headset from a third party provider or dedicated hardware like the HTC Vive and Oculus Rift. Unless you’re in a big city testing this technology is impractical.
Vlogging is an effective way to understand the potential of Virtual Reality experiences such as those provided by the HTC Vive. I mention the HTC Vive system because it is one of the first to provide gamers with a fully immersive experience. You move around in space physically and pick up objects thanks to the controllers.
In contrast to written articles you see how people react and enjoy new technology in real time. You don’t rely on someone’s writing skills. It gives you a direct and honest appreciation of the experience that you will personally experience if you play the game with that setup.
Demonstrations such as this one are fun because they show you how immersive the game is and how physically demanding VR gaming can be. When my generation were gaming we had to sit at a console or computer and use a keyboard and mouse or a controller. We could sit for hours not moving much. With VR systems gaming is no longer an inactive activity. From now on you need space in a room to move around in, you need hand controllers and you need to stand, sit, crouch and more. Gaming is now a physical activity.
We are still in the infancy of VR gaming and technology will improve. We will get gloves, surfaces for walking and more. VR experiences will be progressively more immersive and so people’s occasionally negative perception of gaming and gamers may change. I look forward to VR gloves that allow us to see our fingers move and wrap around objects.
The Theta S by Ricoh is a 360° camera with two lenses. One lens is looking at the person taking video and the other lens looks at what the holder of the camera sees. When the two signals are combined you can export the video as a 360 video to be shared.
The device has a mini HDMI out, a USB port, enough memory for 45 minutes of video at 1920X1080 with a 30FPS shooting range. It is currently one of the more affordable and intuitive devices to use. You can keep it with you at all times and getting material ready for editing takes seconds. The beauty of such a simple and light solution is that it allows for a very quick turnaround time.
Physical video gaming is coming of age thanks to the HTC Vive and related Games. Cosmic Trip is one of these games. You can use both controllers to prepare machines that will prepare robots for mining and defence. These two sets of robots are autonomous. The more resources you mine and the more robots you have. These robots are attacked on a regular basis so defence is important. The laser robots provide some assistance. You can attack the enemy bots by throwing disks at them as if you were throwing frisbees. Most people should find this instinctive.
In the last 17 hours more than half a million people watched the video on how to play this game. The game is still in development and building up hype for when it is released properly. The creator of the video above now has eleven million subscribers on youtube. When he produces a video eleven million people are notified that there is a new video to watch.
Out of those 11 million subscribers on youtube only 1.6 million follow on twitter and a quarter of a million on Facebook. Within the next year or two I would like to see social networks such as Youtube and others expand and become niche communities where people can find content of interest without using Facebook or Twitter. I found Jack Septiceye content when I was searching for VR demos. I use youtube rather than Twitter and Facebook because I don’t want content creators and sharers to tell me how to feel or why the content is of value. I want to make that decision for myself. Youtube and social networks that allow us to browse and discover content based on niche interests are going to become increasingly important.
The creators of the game have just two thousand eight hundred followers on Twitter and approaching one thousand on Facebook. When youtube personalities make videos about products they provide companies with a lot of extra visibility. You reach game players, people who want to see what new technology such as the HTC Vive can do and people who like to watch gameplay videos without necessarily being game players themselves.
Niche Audiences
Twitter and Facebook have focused on broadcasting rather than niche audiences. As a result of this strategy they have lost their stickiness. This leads to people spending less and less time on their social networks. This opens up opportunities for Youtube and other content aggregation sites. The more content you watch on Youtube the more recommendations you will get based on your taste. This cuts out the middle man, in this case Facebook and Twitter. We reduce the signal to noise ratio. We increase the user’s Return on Investment.
I have worked with video cameras, from hi8 to MiniDV, Beta SP, SX, DVCAM, XDCAM, AVCHD and other formats. Cameras have grown and shrunk, controls have changed from manual to partially automated to fully automated. Television news and Studio camera productions have gone from three or four camera operators to needing a couple and then a single camera operator sitting in a side room with controls for all three cameras. Crane and jib moves are programmed so that the same action is performed at the start of each news program.
Virtual Reality technology and Virtual reality headsets are going down in price. Apps provide mobile phone users with 360° videos in normal vision and 3D. The technology we use to watch 360° content and immerse ourselves in the VR world could be adapted and made suitable for multi-camera production.
It would be nice for software to be written that moves the camera as we move our heads. This technology is already used by gunners flying in Apache helicopters. The point would be to adapt this technology to camera operating. I would manual controls for zoom and focus and a control  to lock off the camera once the desired shot is ready.
Imagine how much simpler controlling drone and crane cameras would be. Imagine also how much nicer it will be for conference attendees, concert goers and UN delegates if a smaller remote controlled camera could be used. Camera operators often obscure people’s view. This technology would be less intrusive. Camera operators could sit rather than stand for hours at a time, barely able to move.
VR goggles and the technology they contain should not be used just to consume a finished product but should instead be used as a creative/production tool. VR goggles and related tech could be used to simplify people’s work, to make it more intuitive. Multicamera production with VR goggles would reduce costs and make high-quality video coverage achievable even for modest budgets. The excuse for using a single webcam to Livestream an event will be gone making virtual attendance of events more enjoyable.
AR/VR and XR have been around for years, if not decades. The most unique VR experience I was involved with was people wearing an immersive headset whilst snorkelling in a pool to experience being “weightless” whilst watching an immersive video.
The second most interesting video 360 experience was a ZDF volcanic explosion where you could watch a volcano explode, as if you were in Pompei. You could follow the projectiles as they flew by you. You could watch the pigeons take off and fly away.
The third immersive experience of note was where we sat in wheelchairs, with a VR headset on and we saw the world through the eyes of an old person in a wheel chair. We could see people “talk” to us, as if we were the main character.
Price as a Barrier to Entry
The Pure Vision headset by Apple is exhorbitantly priced. A few years ago the Quest 3 headset cost about 340 CHF and could be used for gaming. The Apple headset costs 3700 USD. Samsung headsets in contrast cost the price of a mobile phone and a headset.
The Affordable Options
VR headsets that are mobile friendly cost just 20-70CHF depending on the size of the phone, and the quality you desire your headset to have. Apple’s is way out of people’s acceptable price range.
Patent Monopoly
One of the most worrying things about the Pure Vision demonstration yesterday at WWDC was the mention that they had over 5000 patents. Some might think “Youpie, that’s a lot of innovation” but I see this as monopolistic and destructive. The more they patent indiscriminately the more they will prevent innovation by others. I would own a Quest 3, if Meta didn’t own Oculus. I don’t trust Meta with Immersive experiences, and I don’t like how Apple charges exorbitant fees.
Always Worn
From the demonstration of the Pure Vision headset it seems as though Apple wants us to immerse ourselves into XR for extended periods of time, to browse photos, videos, and work in AR. They seem to want us to edit video in augmented reality, rather than on a screen. They want us to be fully immersed, to the point that when we’re talking to someone, the display becomes transparent, rather than have us take off the headset.
Film Watching
They demonstrated how the headset fades the background to “nice colours” or some similar kitsch. They also promoted that we can make the screen for movie watching as big as we want. When I heard this I thought “Imax VR experiences”. With 23 million pixels you could probably watch Imax quality content from the comfort of your airline seat, should you have such a desire.
Solitary
One of the key issues I see with the Pure Vision headset is that it will isolate us from the world we are in, encouraging us to spend more and more time alone in a virtual world, rather than in the real world. I see this as great for people who live alone, but awful for family, love and other aspects of life. If you’re watching a film with a VR headset then you’re alone, unless they code in a way to be with others.
Irony
It’s ironic that just as Meta gave up on VR/AR/XR apple brings out a headset that would help get people immersed.
The Mobile Office
The Apple Pure Vision headset was marketed as a remote work tool, as well as a work tool. the idea is that you organise your work space within the immersive VR goggle experience. Video editing in VR could be interesting because rather than get a large screen, you simply set up the timeline, player and program screens as you want them to be. In theory you can edit 360 videos whilst immersed in VR. They didn’t explore typing and writing, but I did get the impression that they want us to navigate through the environment either through gestures, to grow or shrink windows, or voice, to tell Siri and the VR environment what we want to see.
Looking Forward to the PureVision SE
Although Apple haven’t even started to sell their PureVision headsets yet I look forward to the PureVision SE alternative. This version should be more affordable and more interesting for normal people. By normal people I mean people who buy a fragile glass headset rather than an electric bike. I want the PureVision SE option to be affordable, maybe even existing mobile device friendly as we have with the Samsung Gear solutions.
An Increased Demand for Content
The PureVision headset should come out in the beginning of 2024 which means that for the rest of the year we should be working on 360 videos and other immersive experiences. Now is the time to make sure that when the headsets come out, our content is there, for people to enjoy. YouTube videos, netflix content, amazon prime, and others should know work towards 360 video experiences, like the porn industry has already made available.
The one drawback to porn and the PureVision goggles, is that there are plenty of cameras, and if it uses gestures, then self-gratification may not be ideal.
And Finally
With good battery life, simplified typing and good gesture controls PureVision and similar products could replace laptops and desktops, and if not laptops and desktops, then external screens. In my experience VR is a lot of fun to experience but it does cause fatigue, and that fatigue means that we use it less than we would otherwise.
The act of putting a VR headset on, queueing content and more is slow and clunky. If Apple has found a way to make this easier, then that will help drive adoption. The Quest 3 was already a good step forward. We have to see the leap made by PureVision.
People are playing Ingress and Pokemon Go in Parallel. Both games use the same geo-located points and walk the same routes. They have the same places to farm and combat. I started playing Ingress again, but only a few minutes here and there. As I play I see new faces and new people at Ingress portals. They are no longer my age or older. They are much younger, in their teens.
Yesterday as the neighbours were having a party I decided to take advantage of the excuse to go out and play Ingress. I went to the four or five portals in my village. At the village church I saw a youth drive up to it on a scooter, farm via the Pokemon Go layer and then leave. Nothing changed on the Ingress layer. No damaged resonators, no upgrades.
I like that people can play two entirely different games at the same location. I see this as the future of geo-located games. I see this as the next wave. The physical world provides the location and then the layer (or game) provides the user interface, the virtual world we interact with. With imagination more and more layers can be added. This will provide people with choice.
The next step is smartwatches and augmented reality goggles. Those who have played Ingress intensively know where all the portals are so they can put their phone away when walking from point to point. The same is probably true of Pokemon Go players. One person wrote that he uses his smartwatch to farm when walking around. Imagine if Google Glass had come out now. If it had come out now, with the Pokemon Go craze people would buy them.
At the moment to play pokemon Go and Ingress you walk in a position, that given time, will turn us in to hunchbacks. Rather than being from manual work in a field or a coal mine it will be from walking staring at a phone. I write this with a certain sense of humour. The market for Augmented reality goggles is ripe. Device manufacturers should grab this opportunity while it lasts.
The Insta 360 Nano and Air are two affordable cameras. The first is designed to work with the new iPhone shape as well as a stand alone device. The Insta360 Air works only when it is plugged into an Android device. Both are good for specific uses.
Insta360 Air
The Insta360 Air requests a firmware update the first time you want to use it. This takes a few minutes and then the device uses the phone’s gyroscopes to keep the image stable. On the Via Ferrata I climbed this weekend I used the insta360 Air and Xperia Z5compact phone to take one or two landscape pictures. In these images you can look up at the cliff, look across at the landscape or look down at how far from the ground I am. This is a nice way of giving people a feel for what it is like to practice Via Ferrata. For the use of this system, it is good to have both hands free.
The Insta360 Nano is great because it has an SD card slot. It can be used as a stand-alone device. With the tripod mount and a selfie stick interesting images and video are possible. I tested it on a Tyrolean crossing. That’s where you attach your pulley to a cable and swing across over a waterfall. With a 360 camera you look anywhere you like. Image stabilisation for Tyrolean crossings is essential. When you transition from standing on firm ground to swinging across you move a lot. With image stabilisation this is avoided.
Post production
Post production with the Nano is quick and easy. Take the SD card, read it with your laptop and share. With the Insta360 Air you’re using the phone’s microSD card. You can batch edit and export to the insta360 community sites. I want to bulk export directly to Google photo from an Android device.
Conclusion
For the price of a Ricoh Theta S, you can have two 360 cameras. The Nano is ideal for monopod use and the Air is ideal for web streaming once you find the right phone mount for a professional monopod. With image stabilisation the camera keeps the image centred where the person with a VR headset looks. Without image stabilisation Nano footage would give people motion sickness.
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