Asia-Pacific Broadcasting (APB) @ConnecTechAsia Show News - Day 3 | Page 29

@ConnecTechAsia2018 www.apb-news.com 28 June 2018 THURSDAY 29 VR from virtual market to market reality BY ROB KOENEN Only two years ago, the excitement about virtual reality (VR) knew no limits. Analysts competed in making the boldest predictions, and not investing was considered reckless. The mood has changed, and argu- ably for the good. Expectations are now more realistic, but the outlook is still healthy. Gartner, a research and advisory company, has VR moving out of the trough of disillusionment in its Hype Cycle research methodolo- gy. Speaking at VRX Europe 2018, Stephanie Llamas of Superdata explained how VR adoption nicely tracks with other historical adoption curves, and predicted consumer revenue in 2021 of almost US$18 billion, with an inflection point in the coming year. At the VR Industry Forum Master Class held during CES 2018, Alexis Macklin of Greenlight Insights, predicted a total market size of close to $75 billion in 2021. There are other signs, too. Specialisation has started to happen in the VR ecosystem. More cameras and camera rigs with higher resolu- tions are allowing capture from 4K/ Ultra HD (UHD) to 6K and 8K, even going up to 16K. Dedicated compa- nies have appeared with a laser focus on various elements in the VR distri- bution chain, such as video stitching from SGO’s Misitka VR, support for live VR from Imeve, distribution platforms like Jaunt’s XR platform or high-quality streaming Tiledmedia. More well-known brands have announced interesting content, such as Samsung’s TV Series for just VR, and dedicated chipsets, like Qualcomm’s XR1. Now add the recent release of attractive and affordable VR devices to the mix: the Oculu s Go and the Vive Focus, and the many announce- ments of VR headsets with higher resolution in the making. These comfortable devices are completely wireless, support inside-out tracking so there is no need to set up tracking equipment, are lightweight, and do away with the need to slide mobile phones in and out. And, indeed, we need a high- quality experience for VR to become truly successful. Higher quality video with lower bandwidth requirements, and equally important, interoperabil- ity in content, services and devices. High quality and interoperability are both crucially important for the entire ecosystem, to make VR-360 a high-quality, immersive, cross-plat- form experience. Consumers do not want to purchase four different devices — everything needs to play on the VR device of their preference. Content producers and service providers want to broaden their reach, and to reduce the cost caused by format prolifera- tion. Device makers want to ensure a wealthy, premium quality content pipeline enticing customers to buy their devices. And finally, advertisers want to drive the creation of a broad, unique and innovative sales channel. The VR Industry Forum is a world- wide, cross-platform group with both market leaders and startups who seek to grow this industry together. Collectively, the group recognised that high quality and interopera- bility are both necessary conditions for incubating a healthy market ecosystem. Established at CES in January last year, the forum’s goal is to further the widespread availability of high-qual- ity audio-visual VR experiences, for the benefit of consumers. In January this year, after a year of work, VRIF published a set of Guidelines that provide recommendations for VR production, including human factors, interoperable VR distribution, and VR security. The Guidelines rely on standards and technologies that are implemented in most modern devic- es and chipsets. The focus of VRIF is now on expanding the Guidelines with recommendations for live VR services, and on providing tangible tools for interoperability testing. Rob Koenen is president of VRIF Industry Forum, and co-founder of Tiledmedia and principal consultant at TNO ICT. Sennheiser AMBEO VR MIC - Capturing 3D Audio The Sennehiser AMBEO VR Mic makes capturing real spatial sound as simple as any stereo recording. You don’t need to set up several microphones – saving you time, money and manpower. Furthermore, using the AMBEO VR Mic means you’ll never have to add other sounds in the mix anymore to achieve stunning 3D sound. To augment our AMBEO portfolio, Sennheiser has joined hands with several brands to offer a complete VR production experience within the framework of Sennheiser’s AMBEO for VR partnership program include collaborations: • Assimilate, VR post-production software company for its SCRATCH VR live streaming and post-production software to receive direct feeds from the Sennheiser AMBEO VR Mic • Avid Technology, renowned for its all-digital solutions with the seamless compatibility AMBEO VR Mic on its digital audio workstations, Avid Pro Tools HD • Sound Devices, a specialist in portable equipment for sound and video recording, in the form of an AMBEO VR Microphone compatibility with the Sound Devices MixPre-6 and MixPre-10T audio recorders • Zoom, a renowned recording device manufacturer for compatibility of the AMBEO VR Mic with the Zoom’s F8 and F4 MultiTrack Field Recorders