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