Save your seat for Streaming Media NYC this May. Register Now!

How to Make VR Take Off

Learn more about 360/VR at Streaming Media's next event.

Read the complete transcript of this clip:

James Payne: The headsets are huge. They can be uncomfortable, they can itch you. People get dizzy, they feel sick. But then also, if you put on a headset and you watch something that's boring, you just take it off after 10 seconds. So I think you have to find that perfect mix of an interesting experience or an awesome story to tell, and have a reason to use 360 or VR. But then you also want to have that hardware that can display it properly, have it look good and give you the experience that the creator is trying to give you.

Jay Nemeth: I guess if Oculus or HTC Vive or any of these companies make an amazing headset that gives you that dynamic range and the color and the field of view, that'll be an amazing thing, but I won't carry that with me all the time. So I understand what the idea was with the mobile device: you have that thing with you, and if you can snap it into some little folding thing and put it on your head, it's available all the time. It just really feels like a niche still, and it's almost like the people that had the early home theaters in their house. Very few people had those, and they bought the laserdisc player, 'cause VHS sucked, and they had this clunky 3:2 projector and they had to calibrate it every morning, but they were willing to make that sacrifice for the experience. And so I think for VR to take off, it can't just be these extreme hobbyists who are willing to plug things into their computers and have all the sensors and all of that. Like James was saying, a lot of times when we stick the phone in the Google Cardboard and you hand it to somebody, they get disoriented and they feel nauseous, and you can't do that. Just like 3D gave people headaches, and a lot of people didn't like that experience, it needs to progress past that.

Scott Gillies: Personally, I picture a Star Trek scene, where you walk into a room like this, and all the walls become displays, and you are in an experience there, right? So I really think down the road with this stuff. The technology is not here right now to have that experience, or it would be very expensive to simulate it, but I think, just again, that the prices of bandwidth and computer processing power just continue to go down. That just keeps driving what is possible, and ultimately, it's not up to us. I mean, I really can't say that more firmly. It's really up to what's frictionless for the consumer, what do they want, demand, and the second they see it and they love it, they understand it in a second, that's the end of it. I don't think they've seen that yet, and I do think it's coming. So I think it's one of those things where at least I consider my endeavor is to keep pushing on the technologists to make sure that we end up with all the possibilities and let the consumers decide.

Streaming Covers
for qualified subscribers
Subscribe Now Current Issue Past Issues
Related Articles

How to Optimize Virtual World Creation

It seems like virtual world creation has become ubiquitous in today's streaming multiverse, but what are the obstacles to make it accessible and seamless to all those who want to deploy Unreal Engine and other augmented reality solutions to realize their visions? AMD's Sean Gardner and Chris Pfaff of Chris Pfaff Tech Media break down the current challenges in this clip from their panel at Streaming Media East 2023.

ARwall and Webster University Bridge the Gap Between Education and Virtual Production Technologies With New Virtual Production Facility

Webster University has become the first university in the Midwest to have a state-of-the-art virtual production facility thanks to a unique partnership with ARwall, a Metaverse 100 XR technology company.

Is Event Streaming Ready for AR?

How prepared are general participants in business meetings, fundraising events, or product launches to encompass Augmented Reality (AR) in their events? Beth Norber of Mainstream Media discusses some challenges her organization face with getting their clients comfortable incorporating the overall umbrella of Extended Reality (XR), and why she believes leading companies such as Amazon, YouTube, and Fortnite will eventually set the stage for their wider adoptions in different market tiers.

Is 360 Live Event Streaming Just a Fad?

FlightLine Films' Jay Nemeth and SkyRae Media's Scott Gillies discuss the staying power of 360/VR/AR live event experiences in this clip from Live Streaming Summit at Streaming Media East 2019.

Getting Started with 360 Live Event Production and Streaming

FlightLine Films' Jay Nemeth and SkyRae Media's Scott Gillies discuss the challenges producers face when getting started producing and delivering live events in VR and AR in this clip from Live Streaming Summit at Streaming Media East 2019.