I recently worked as a camera operator on a VR feature called The Spring. The first question of many questions that I had for Greg Passmore, owner of Passmore Labs, Austin, Texas was, “When you are shooting a 3D 360 degree VR movie in a cave where at times you are perilously close to the top of the caves due to the water level, where do you position the crew?” His reply threw me off guard. He said, “Anywhere I want.” It was then that he told me he was shooting with one Red Epic camera. The question then was, how?
Cinegy has been invited to join ImmersiaTV, an EU consortium of university technology incubators, research institutes, and commercial entities collaborating to research and develop the future of home entertainment, including virtual and augmented reality.
The Immersive Technology Alliance, the official trade organization for immersive technologies such as virtual reality, augmented reality, and stereoscopic 3D, has announced a strategic partnership with the Open Gaming Alliance.
Barco, the official projection provider for the 2016 Sundance Film Festival, brings to life several key virtual reality and art installations at the New Frontier exhibition with its large venue projectors and presentation switchers. The festival also uses Barco digital cinema projectors in all 23 of its movie theater venues for official screenings.
One of the highlights at this year’s Sundance Film Festival’s New Frontier Program could be the five-minute virtual reality film experience Giant. Drawing on director and co-creator Milica Zec’s personal experiences as a child in war-torn Serbia, the VR narrative takes the viewer into the experience of a family struggling to survive in a war zone. The film shows how cinematic VR lets us observe our instincts and ourselves and become more conscious of the way we make choices.
A survey conducted for Vicon suggests that virtual reality will need to overcome key challenges including the production of affordable consumer devices, in order for it to become a success. The results, based on a survey conducted by Vicon, gauged the opinion of 390 industry professionals. It highlighted that alongside cost, other factors such as content and realism stand in the way of virtual reality becoming an overnight success. In fact Vicon estimates that virtual reality will take off in the next two – three years.
Pixvana, a virtual reality technology startup, has launched today with a $6 million investment led by Madrona Venture Group with participation from Paul Allen's Vulcan Capital, and angel investors. Pixvana is developing a cloud-based technology platform that dramatically improves the immersive video viewing experience for VR and augmented reality applications across a broad set of viewing devices. The company plans to bring it to market in 2016.
Advanced Systems Group will welcome presenters from Dolby Laboratories, SuperSphere Productions, and Tippett Studio to the ASG Annual Workshop on December 3, at the New People Cinema at the New People building in San Francisco. Thursday’s workshop will explore high dynamic range and cinematic virtual reality technologies with free presentations beginning at 10 a.m.
Pulse Evolution and VTEC Laboratories have partnered to develop a personal Head Mounted Display player, intended to provide immersive entertainment access for standard virtual reality systems users to unique live events, such as virtual music concerts, multi-player games and other events set in rich VR environments that can be populated by hyper-realistic digital humans from Pulse Evolution.
360Heros, a Western New York company specializing in virtual reality 360-degree video technology has been issued a patent by the U.S. Patent Office that covers the multi-camera holding assemblies popular in virtual reality and 360-degree video filmmaking with other patents pending.