Video: VR vs. 360°: What's the Difference?
Learn more about VR/360 at Streaming Media West.
Read the transcript of this clip:
Scott Mayerowitz: A lot of people throw around “VR” and “360°” interchangeably and I do it myself. Here's a little bit of the breakdown.
VR is often much more an immersive experience and it can be augmented. We recently went to ruins that were destroyed by ISIS and reconstructed them using animations, so you had a virtual reality walkthrough and as you would look at the scenes, we would rebuild the destroyed runes using historical photos and drawings, and that was an animation.
That would fall on the left side in the virtual reality camp. 360° is much more just a plain photo or image of a, or a series of images.
Help Me! Stream's Tim Siglin, Nokia's Devon Copley, and Mobeon's Mark Alamares discuss the key factors that differentiate 360, VR, AR, and degrees of immersiveness in these types of video.
Nokia's Devon Copley discusses the challenges throughout the pipeline for streaming 6K or 8K VR/360, and how viewport-adaptive streaming provides an interim solution.
NBC News 360 VR Video Specialist Edwin Rogers discusses the unique ability of live 360 VR streaming as a news platform to put viewers in the center of the action at world events in this clip from Live Streaming Summit.
AP Digital Storytelling Editor Seth Mayerowitz discusses the pros and cons of different 360 VR camera solutions in terms of features and price points.
BBC R&D is not convinced of the case for producing news in VR, and warns against the perils of relying too heavily on tech company sponsorship of branded 360° or VR news content
Jaunt VR's Grant Anderson discusses the length limitations of VR viewing, given the current state of headsets and more, and how that affects content development.
Richard Lucquet of Verizon discusses the ongoing impediments to processing and delivering a truly immersive 360 VR experience using existing technologies.
Drea Bernardi of AOL Partner Studios discusses the new approach to visual storytelling demanded by VR production in this excerpt from her presentation at Streaming Media West 2016.