Comments
thank you, good day to all, until next time
(And, of course, the opposite applies: If the content is bad, people will want to avoid it regardless of medium.)
Also, to echo Rob's sentiment: "THe most important thing is provide compelling content in good quality"
I think this is right on. At the end of the day, if the content is sufficiently good and compelling, the medium doesn't matter much; people will want to view/consume it anyway.
Great discussion everyone!
Thanks for your time, insights, and the link, Rob! And thanks, also, to Adi!
I was still typing my last answer - thanks everyone, I enjoyed the show!
Check out www.vr-if.org if you want ot know more (may of you already did)
Please also join me in thanking Rob for a great show, and for sharing his insights on this very exciting new technology.
So I believe that operators are in a good position to provide compelling content at a good quality - precisely what I believe is necessary for making VR360 take off
OK folks - we're well out of time. Many thanks for joining us, and for all the questions!
Also, operators often have rights to interesting content (again, sports), or they cooperate with parties that have those rights
This is important when doing advanced services like tiled streaming
@ Adi's last question: Network Operators are in an excellent position to provide good quality of service, becuse they control the network, including the speed and the delay from device to where the content is cached
what can be done to encourage uptake ... (@freehe). THe most important thing is provide compelling content in good quality
Last question (?) for Rob - what advice would you give network operator considering offering a VR service?
and apologies for the typos ...
An important questino I missed? (way down in the thread?)
Yes, sprorts is where the action is for 360VR!
I am prone to motion sickness myself, but a good experience doesn't get me sick at all
One of the difficulties, as I see it, is that regular video games often contribute to ill effects as well -- migraines and the like. Various types of first-person and over-the-shoulder games, various 3D effects, that sort of thing. And little research has been done in that area as it is.
@Joe - some apps already give ratings. I hope we can have a standardized system at some point. It really comes down to the alignment of the senses. If what you see is not compatible with what you feel, you may get sick
Jamie Hindaugh, COO, BT Sports Interview, here; talks about using VR for sports coverage
I hope we can provide some guidelines on that as well, but more research needs to be done
To get back on the motion sickness topic and address Rob's response about "accessibility ratings for content," has particularized types of VR content been identified as the source of motion sickness? Or is it VR content in general?
For a dynamic viewpoint (moving camera), differnt people resoond differently
motion sicknes: your senses need to be aligned. FOr a static viewpoint, it's god enough to have an immediate response to head movement
Lots of questions :-)
Security: we have a task force on that. But if you do for instance tiled VR, it's inerently harder to grab the entire 360 sphere
@Adi, good question about motion sickness, I had no idea that was an issue.
Ultimately, I believe that we will be able to communicate in VR .. .virtual presence
@Rob: Indeed, standards often get developed and established concurrently such that they often compete and even conflict with each other.
Are there any security measures/features for VR? Hackers are not too far away.
How can VR improve the lives ... good question
VR serices and content can be very compelling. Lok at the NYTVR app, for instance, It takes you to places you never can go. It makes you understand things in a very different way than writing, telling or even TV ever could
What causes motion sickness for VR users, and how can it be managed?
Question: I love technology but am not reality interested in VR, what is being done to encourage consumers and businesses to use VR?
Standards like MPEG's can have many options. We will reduce those options to a very small number, and then provide an interoperability framework around that
How can VR help businesses?
How can VR improve the lives of consumers?
We try to *pick* standards (and we work with MPEG), and then provide the infrastruture around that to enable the industry to take off
Sometimes they are close, Joe. But when it comes to prodution guidelines, interoperability standards usually don't care how content is produced
To wit, it seems from my reading of VRIF's collateral, that VRIF may not be developing the standards itself, but is developing "standards for standards," if you will.
THose would be best practice guidelines
@Rob: Sure, but aren't standards and best-practice guidelines almost the same thing? That's what I was really getting at.
Like: how do I produce compelling content? What are the accessiblity questions that I need to address? Do we need a rating system, like age rating, but now for motion sickness?
I tried to answer that a bit in my last answer. THere are guidelines that don't touch upon interoperatbility
Thanks for reiterating, Adi. :)
Might I suggest that you repost questions that haven't been addressed yet?
Hi Rob - Thanks for a great show. Let's start with Joe's question below:
VRIF's stated goals include (1) advocating the development of standards while specifically disclaiming that VRIF will not develop standards itself and (2) developing best-practice guidelines. Can you tell us more about the difference, as you see it and VRIF sees it, between VR standards and VR best-practice guidelines in this context?
Hello everyone ... where to start :-)
Great discussion and information presented.
Thanks for the interview!
Yes, thanks both, Rob and Adi!
@freehe: Sure. To my thinking, aren't they almost the same thing?
@Joe Stanganelli, LOL! I love Dilbert!
Really interesting today!!
@Joe Stanganelli, good question. I am interested in standards and guidelines too.
@freehe: Dilbert creator Scott Adams once opined in The Dilbert Future that the holodeck will be humanity's last invention. ;)
My question was on the difference between standards (that VRIF is advocating but not developing itself) and best-practice guidelines (that VRIF *is* developing itself).
@Joe Stanganelli, yes I would love a "Holodeck".
@freehe: Indeed. But ultimately, I think what people really eventually want from VR is a "Holodeck". ;)
Comfort is a big constraint. I'm reminded of an AR headset I tried at a conference in November that was *VERY* uncomfortable.
I hope they make the VR eye wear much smaller and much lighter. They seem to big and heavy.
Re: the headset... What's being done to address the motion-sickness issues?
AR has been used a lot at GE as well. It's also picking up steam in life-science sectors/research.
In-game audience sounds very very interesting
To speak of omnidirectional, as was just mentioned, I'm reminded of Invisible, a 360-degree show, that had a scene in a hole in the ground -- encouraging/getting people to look up.
ahh, behind the scenes while the main show is going? very interesting viewing option
Thanks for getting to my question. :) And no worries about not bothering to attempt the last name. ;)
Question: How does mobile enabled VR adoption compare to dedicated headset usage?
@Joe Stanganelli, yes I am virtually interested. LOL!
@Joe I don't have a lot of time for games either, but nostalgia says I NEED the nes classic
ANOTHER QUeSTION FOR ROB: What industries/sectors are the biggest drivers right now for VR tech?
@Michelle: I'd hardly call that almost all of them. There were a *bunch*. :)
I did not buy that. I don't really have time for video games these days. If I allow myself to get sucked in then I wouldn't have time for work and stuff. ;)
@Joe Fun! You had almost all the NES toys :D Did you happen to buy the NES Classic plug in play that came out last year and has been sold out everywhere since?
@Michelle: Never had the power glove but I had the Zapper, the Power Pad, and the NES Advantage (that massive joystick controller).
@freehe: Sounds like you're *virtually* interested... ;)
@Joe I missed the release of the Virtual Boy. It's too bad about the non-VR games.
I remember power glove and the zapper best (not VR).
Question: I love technology but am not reality interested in VR, what is being done to encourage consumers and businesses to use VR?
@Michelle: Yep. That thing. Esp. ridiculous about it: Most of the games developed for it weren't even VR or immersive; there were still sidescrollers and the like developed for it.
use what you have as long as you have bandwidth and best resolution... hmm
@Michelle: I still remember that Nintendo thing that marketed itself as a VR headset and had everything in red and black.
Hi, batye and other newcomers!
@freehe: I can imagine VR solutions enabling online ordering by simulating a brick-and-mortar store that consumers can "walk through" to get that immersive experience of actually shopping.
@Joe so true! screens may be limiting, but still better than the 90's
The quality has still improved tremendously over what we called VR in the '90s. ;)
Silly question -- Is VR technology inspired by sci-fi movies/tv?
Question: How can VR improve the lives of consumers?
That's quite a range of vision options
Question: How can VR help businesses?
WElcome Saward, phs113, et al.
Question for Rob: VRIF's stated goals include (1) advocating the development of standards while specifically disclaiming that VRIF will not develop standards itself and (2) developing best-practice guidelines. Can you tell us more about the difference, as you see it and VRIF sees it, between VR standards and VR best-practice guidelines in this context?
I have not used VR yet but am interesting in hearing about it. I learned about it in college.
Good afternoon everyone! Remember to turn up your volume on the computers. At the top of the hour an audio player will pop up on your screen. If you don't see it, try to press F5 to refresh your screen. Remember, there's no slides for this it's just a discussion, so be sure to post your questions, comments and thoughts on the message boards and we will join you on the chat after the audio stream.
@rleer4: Try refreshing. That usually fixes it.
(And so far, I'm not impressed with the AR headsets that are out there, thus far.)
The closest I've come is trying out various AR headsets/devices at conference demos.
No virtual reality exeperience yet.
Poll answer: Nope, never used VR
Oh, never mind. Sounds like we already got it started. I had it on mute. :/
it begins! refresh the page if you don't see the radio player
Hi, guys! Looking forward to getting started.
It's almost time for the show. I would like to see the radio show lobby in VR, please. ;)
Greetings and salutations everyone!
Ready to learn the latest about virtual reality.
Hello everyone. Looking to a great conversation
It's good to see Rob joining the chat early this morning!
For those who might have missed it, here's some background on the VRIF, from an earlier interview with Rob's colleague Paul Higgs.
Looking forward to it. Get your questions ready for Rob.
Hello Folks,
Today's the "Realizing Virtual Reality" chat. Adi provided some great questions to talk about. I hope it will be interesting and informative to all!
Talk soon - Rob Rob Koenen, President, VRIF (www.vrif.org)
Can Radio waves charge the battries?
VR is on fire these days. I'm looking forward to this radio show to learn a bit more about the industry.
Hello to all should be interesting - hope to attend it
Looking forward to this show
Looking forward to the show!
Greetings and salutations everyone!
I look forward to it as well! Intersting stuff to discuss, for operators and anyone intrerested in audiovisual VR applications - which is where VRIF's focus is. Check out www.vrif.org if you want to understand a little of the Forum's background.
Talk next week - Rob
Looking forward to this show!!
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