2
EDITORIAL
Too early to dismiss
VR for broadcast TV
“Virtual reality was once the dream of science fiction.
But the Internet was also once a dream, and so were
computers and smartphones. The future is coming
and we have a chance to build it together.”
A forward-looking statement proffered by a
virtual reality (VR) evangelist today?
Hardly, this was penned by Mark Zuckerberg,
CEO of Facebook, in March 2014 when the social
media platform announced the acquisition of Oculus
VR, a technology company that designs and builds
VR systems, including the Oculus Rift headset.
So, has the VR future envisaged by Zuckerberg
already arrived? According to Deloitte Global, VR
will have its first billion-dollar year in 2016, while
another research firm, TrendForce, places the total
market value of VR hardware and software at US$70
billion by 2020.
The footnote from Deloitte, however, is the
expectation that the vast majority of commercial
activities stemming from VR will focus on video
games. Cue Sony, which has launched the PlayStation
VR headset in a bid to create “the future of virtual
reality gaming”.
Clearly, the gaming industry will be one of the
most attractive propositions for VR for the foreseeable future as gamers seek the ultimate immersive
gaming experience. For TV viewers who were not too
long ago presented with compelling arguments for
3DTV, will they truly embrace VR content?
One keen advocate of VR TV content is Sky UK,
which has built on the launch of Sky VR Studio — a
dedicated in-house VR production unit — in March
this year, with the launch of Sky VR, a new app that
offers 360° video content from not only Sky, but also
the likes of Disney, Fox Innovation Lab and Warner
Brothers.
VR can grow to be a companion to TV, but it
is too early to predict if it will become mainstream
in broadcast TV, suggested David Wood, who is
currently acting as a consultant to the European
Broadcasting Union’s Technology and Innovation
department.
He is also leading the DVB’s Study Mission Group
on VR, which, like other emerging broadcast technol-
Stay connected with
ogies, is faced with a number of key issues, including
standardisation, as Wood pointed out.
There are also lessons to be learnt from the
3DTV experience. Some of the attributing factors for
3DTV’s success, or lack thereof, include eye fatigue,
annoyance with wearing 3D glasses and the lack of
appropriate content, he said.
What, then, constitutes “appropriate content”
in the context of VR? Perhaps unsurprisingly, Wood
cited sports as a key driver for VR usage because
“VR can bring to the viewer a sense of ‘being there”.
However, he also rightly pointed out that studies
have indicated that viewers are only likely, at present,
to view VR content up to a 20-minute duration,
before sensorial sickness potentially sets in.
Possibly, the key differentiator between VR and,
for instance, IP in broadcast is one of need and want.
While many industry observers are advocating the
transition to broadcast IP as a necessity, there is no
empirical evidence to suggest that viewers definitively want VR content.
While there may be a case to be built for VR
sports content, the prospect of watching the latest
news bulletin or TV drama in VR is arguably less
appealing.
This is not to suggest that VR for broadcast TV
should be dismissed out-of-hand. As CheeK, Media
corp’s chief content officer, told APB, VR technology
can complement traditional broadcast by bringing a
new level of audience engagement and interaction.
Zuckerberg’s 2014 forecast could yet be pre
scient — VR is likely to penetrate many aspects of
life and industries, and could potentially be the next
big disruptor for society.
Whether this lofty position extends to the
broadcast TV industry remains very much in the air.
November 2016 (volume 33 issue 10)
EDITORIAL
managing editor
Shawn Liew, [email protected]
contributing editor
Millette Manalo-Burgos, [email protected]
contributing editor (technology)
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