Season_Screen_TV_Review_№6-web SSTR №6 | Page 38

VR/360 NEW TECHNOLOGY How much time is required for the production of a full cycle of one television program? VR/360 is expanding in the broadcast TV market as evidenced by recent sports programs and the investment by Comcast, Disney and Time Warner in VR startups. The production is a bit more complex in that there is no 4th wall with these new shows. So, the direction for a compelling program will require a different type of camera direction and writing. In average what budget is needed to create a single program? As far as cost-effective, such programs to date, given that this trend is only growing? The budget needed really depends on the content that is produced, for example, a series in 360 CGI, the building of the 3D world, the animation around the “camera” are significant. It is like an animation movie or a video game, but you can also go out with a 360° camera at the nearest beach and take some beautiful 360° shots without a huge investment. However, the appeal of a non-scripted show will likely be less than a scripted version. Who do you sell this content? Who is the main consumer of it today? Which countries have already adapted to this type of content, both technically and psychologically? Today it’s mainly sold to VOD platforms that adapted and own a 360° player, or content applications available in App Stores (iTunes, GooglePlay, Occulus Store…). However, we have many broadcast customers who are now exploring this enormous task. The early adopters are likely to be younger demos, smartphone owners, gamers, and tech friendly people, but manufacturers are doing everything to push it to the mass (the VR Samsung Gear is free if you buy the Galaxy 7). The countries that are the most advanced for this type of content are Canada, South Korea and China. What changes in technology need to do TV channels to show such a video format? For how far is it an expensive process? The technology switch needs to come from both side: TV Channels AND the audience. Indeed, the audience needs to be able to navigate in the VR/360° content so people will need controllers to this end. Apple is currently developing Apple TV 4 that will support 360° content, and thus bringing the controller to the public. The other challenge for TV Channels is to bring the VR/360 content to a linear approach, but then again, as I said earlier, everything is to be invented! What genre is optimal for content VR/360? There is no optimal genre for VR/360 content, as far as it is creative, but live event capture and extreme sports are pretty impressive right now. To date, we’ve seen higher interest in shorter programs. It’s difficult to expect someone to keep a headset on for more than 30 minutes. What are the minimum and the maximum value of one such program for the buyer? What is the cost per hour? The market is budding so the prices are not defined yet. 36 ▪ Issue 6 JUNE 2016 Have you systematized you service in some extent? And what thematic are usually used for these programs? We have categorized our content in 4 genres: Discovery, Sports, Event and Series, I invite you to visit www.vrdistrib.com to watch of few example of our catalog. How do you think does it have any perspectives during the next 3-5 years? Will it be widely available to ordinary average people over the globe? Will it develop this technology and whether everyone is properly equipped to view VR / 360 at home? In the next 3-5 years people will be more and more acquainted with the technology, and more and more will have access to it. According to a Goldman Sachs report on VR, the technology adoption curve is following the penetration rate of the smartphone, so you can imagine that it is coming pretty quickly, and video entertainment is far to be the only application of it! You will see VR/360° in education, health, retail, engineering… so basically everywhere! For what audience is this content dedicated? (Age, social status…) It is going to be for everyone but currently it is not yet advisable to be allowed to children less than 13 years old watch VR/360° content for medical reason (brain development). Are there any contraindications viewing for such video? (Possibly prohibited for people with unstable mentality) The main limitation is the Virtual Reality sickness which is close to the motion sickness. It starts when a disagreement exists between visually perceived movement and the vestibular system’s sense of movement, but it doesn’t affect everyone the same way. A lot of medical studies are being currently run, but as the technology is new contraindications are not defined yet. We must also think of ethical issues with some VR/360° applications such as torture, or military and thus we must always remember Rabelais’ wise words: “Science without conscience is but the ruin of the soul!” Obviously this new virtual reality technology will open new possibility for media business development. It will boost as well the possibility to tell the story more realistically as well to make the audience to believe on it. That is why we can predict a great future to this new segment of media production and hope that this technological step forwards the deep world of virtual reality would be able to make this real world much better and safer place. ▪ Season Screen TV Review INFOTOY 26X7 MIN, 2015, HD