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EUROMEDIA
Steve Overbury
[email protected]
Virtual Reality will work in a way that 3D didn’t.
That’s because VR and Augmented Reality have
so many obvious and useful applications across a
range of sectors from medicine to architecture to
robotics.
A broad plane of development also means TV will
benefit from not having to do all the production and
workflow heavy lifting themselves. And then there
is video games; if you like immersive gaming then
VR is the gift that keeps on giving.
So, VR TV is just a matter of time? Well, as
discussed in this issue, even with help, the technical
challenges in shooting, production, storage and
transmission are not trivial – which is another way
of saying that they will be expensive to overcome.
And that means monetisation is imperative but it is
not obvious how it will play out.
But, if the technical and monetisation challenges
are overcome, will VR become a major part of the
TV landscape? Maybe, maybe not. 3D didn’t work
in part because you had to wear glasses, and in
part because it worked by tricking the brain over
perspective – and a lot of people found that a
headache, literally. VR also requires a headset and
can tend to have some unfortunate physical effects
– one demo introduced me to vertigo for the first
time; thanks for that.
And that’s without our learned friends being
sure there’s enough small print to protect the
broadcaster and device maker from claims when
a user hurts themselves or someone else as they
almost involuntary react – or over react - to their
VR experience.
So, VR is no 4K UHD, i.e., a nice big step forward
in something straightforward and well understood.
Its roadmap is complex and has undoubtedly a few
dead ends lurking in it, but the journey has begun.
prohibited.
ISSN 1477-8092
EUROMEDIA 5