Jump – Experiences like you're actually there
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It's like going from 2D/24FPS to 3D/48FPS. You'd think it would be a huge increase in perceived realism but it's quite the opposite. What you want is magic window, which is what you get when a film or even a game really pulls you in and your perception sort of synchronizes with something completely out of step with your physiology and totally unbelievable for many other reasons. Instead, you get a feeling of unreality or surreality, and the final gap between the media and your perception is unbridgeable.
I think that's part of why VR/3D/HFR stuff has always been so unconvincing, and why it's no coincidence that it's finally only catching on when we pair it with totally unrealistic games and demos. You need the fantasy. Because it's so clearly not reality, and anything that attempts to replicate reality too closely will be rejected.
Anyway, cool tech though, and I'm sure I'll enjoy using it some day. But for now I think the foreseeable future of VR is in virtual environments, not in the duplication or capture of real ones.
Michael Abrash has a wonderful deck he wrote while at Valve about what it will take for VR to create Presense in the viewer. It's worth a read if you care about how we'll navigate past the uncanny valley of VR you describe: http://media.steampowered.com/apps/abrashblog/Abrash%20Dev%2...
What I'm trying to say with this mp3 analogue is that it is very much a matter of habit and preference. Technically lower quality video does not lead to better immersion if it is not something you have learnt to expect.
I could see a movie with no CG (or careful use of it) being very enjoyable in 48FPS.
https://i.imgur.com/avVTybvh.jpg
The brain is actually fairly easily tricked.
http://blogs.discovermagazine.com/notrocketscience/2011/05/2...
Imagine playing a hack and slash game. A user is not reacting every time their character is hit. They may have an initial reaction to a surprise attack that catches them off guard, but no more. There is some level of immersion but there is no level of presence. They never feel like they might be in danger and their body does not react as if it is in any danger.
Presence would be having a feeling of discomfort anytime your avatar was injured. The brain having tricked itself into thinking it is the avatar. When the avatar gets hit by a weapon, the user's body sweats and tenses up, believing it was just hit by an actual weapon.
Air-pressured tactile gloves can help develop a sense of presence. For example, pressure when grabbing a rock may trick your brain into believing the rock is real.
I wanted to focus more on the studies than the .gif. Having a mannequin stabbed and the participant's body reacting is a sense of presence and not simply a jump scare. The brain couldn't tell its own body from that of a mannequin.
https://www.youtube.com/watch?v=cML814JD09g&feature=youtu.be
(The bit with the spider webs especially registered with me as something that might be a trigger for making your brain go wonky.)
The audio cues are there - the visual cues are there. Add in some haptic feedback and maybe even smell (ie. make a room full of dead bodies and blood smell rancid) and you've hit every sense but taste. I can easily imagine it would cause a state of presence if done right.
Obviously their graphics will have to be "good enough" (although sadly it won't reach their CGI'd video editing level anytime soon :( )
What really matters though is persistence of engagement. Outside of those of us who've drank the koolaid or have a vested interest, how often the general public will come back to VR and how long they will stay inside it will be the critical factor for success.
That rate is still well below the threshold needed.
Like an 8-bit guillotine vs this one.
Note: This jpg is actually a gif (?)
Genuinely though, I found it a far less engaging, far less immersive experience than a normal 2D screen. Maybe the later models are better, I don't know, but I definitely don't see what the fuss was about.
I had fun, but what the article in this thread is talking about is a 'holodeck' feeling. The uncanny valley is where the space between where your brain registers the image as imaginary and is ok with it (3d cartoons) and where it rejects the image as if its offended at being lied to (polar express).
The rift is very much in the former, my brain knew it was a game.
It is a fascinating talk where he provides a number of interesting demonstrations regarding how the brain interprets information, including depth perception, color interpretation, movement, auditory cues [2] etc. Highly recommended.
[1] https://www.youtube.com/watch?v=UDu-cnXI8E8&t=2540
[2] Absolutely fascinating. What you hear depends on what you are looking at, not just on what you are hearing. This demonstration starts at approximately 01:02:00 - https://www.youtube.com/watch?v=UDu-cnXI8E8&t=3720
You should see some Oculus demos in person before making claims that VR is easily rejected by your body. There are some roller coaster demos that can make you nauseous within a minute.
A few months ago I was walking around the Unreal 4 Paris Apartment demo [0] with a Occulus DK2. The resolution isn't quite there, but it definitely felt real. I think that VR can definitely provoke feelings of reality, at least if the people working on it keep going forward in resolution like they have been.
It does not refer, as you suggest, to the general case of VR not seeming real. There is a special thing that happens when we see fake beings trying to pawn themselves off as real. It think it's worth preserving the distinction.
I;m not entirely sure if this is adding to or disagreeing with the points you make…
A few weeks ago I commented on some thread about robot maids and such. My point was and is that when we picture a far off idea that we suspect is coming (AI, VR, human-less hotel-resorts) we need mental placeholders where people go now. Technology tends to replace people in the way reddit replaces librarians but we can’t picture reddit in advance until the world wide web or something similar exists. So, flying cars, robot mades and sexy female AIs. They’re placeholders for future automation or changes that make the need go away rather then meeting the need.
Back to Jump. Our starting point is a made up idea of what VR entertainment looks like. Game of Thrones in VR. Jerry Springer in VR. Xuxa in VR.
You make a valid point that this won’t work. I totally agree. But, I’m fairly optimistic about the ingenuity of artists. Lots of things run into these kinds of problems. A conversation between two actors pretending to be doctors is not uncanny, but there are arts to making it palatable. They will figure out POV issues. Should you be a character or an invisible eye like in flat films? Maybe they could use filters to make it look like ‘A Scanner Darkly’ to get over the issue you describe.
This is what art does. They’ll figure it out.
That's an incredibly interesting point. I've never seen 'future' technology like that before, but it's certainly an excellent analogy. Looking back to how people saw the future in the 20th century, you can see that many things did not come to exist in the way they were imagined, but do exist now in some other fashion.
It's incredibly difficult to predict what will be the next reddit, or the next anything. It remains to be seen if/when VR will take off, and how it will differ as we see it right now. Certainly what's interesting is that we're watching our VR dreams being turned into tangible products that can bring real VR experiences.
I do like that way of looking at future technology, but I think we're close enough to VR "happening" that we don't need that sort of thought experiment.
I think it has more to do with what we're accustomed to.
High FPS on large panning scenes is amazing, and the conversion back to low fPS is just as noticeable and jarring.
A friend of mine staunchly opposed high FPS until the 60fps NSFW reddit changed his mind.(well, for HD porn anyway).
TL;DR - We are approaching what we might want in a captured live experience, where early 48fps3d movie experiences may have passed what we want in a filmed one.
There were similar outcries at the advents of colour movies and "talkies". Once people have watched a few HFR movies, I'm sure they'll get used to it and learn how to suspend their disbelief again.
But, I'll give it the benefit of the doubt for now - 3D was kinda crappy too at first, but some years later the movie makers have improved the technique to make it far less annoying. It's become more than just a gimmick now.
Google does some heavy-duty machine learning / computer vision on their servers to extract 3D information from these video streams (they mentioned having depth data). Then they presumably re-generate seamless stereoscopic 360-degree video from this 3D model. That's how they can get stereo from mono data.
It's something like those hyperlapse videos from Microsoft, they also first do number crunching on lot of video data to generate 3D model and then use this to fill in missing data.
Why do you call it mono data? Given how close are each lense from another, I'm guessing, that anything far enough (0.5m?) from the cameras is beign recorded by at least two cameras at all times.
By processing those streams you should be able to derive high quality depth information from the combined video streams, and given the overlap in views re-compute a 'view' from any direction.
A lot of early work was done using the streetview cameras as well to do street facing feature extraction using similar techniques but as those cameras were essentially single shot (discrete pictures over time rather than video) you end up with the "slewing" effect of moving from one spot to the next.
Presumably Google will go out and do street view with this sort of setup and get a continuous terrain option so that you can really walk around as if you were there (caveat occlusion effects)
Good for stills and video https://theta360.com/en/about/theta/
Action camera similar to GoPro http://kodakpixpro.com/Americas/cameras/activeCam/sp360.php
I wouldn't underestimate what some people will do for a little spiff.
Maybe they won't do it again, but they might do it once, or on occasion. If one could manage churn reasonably? Who knows?
That said, not on your life. Not doing it.
Even if there is room to grow - how much extra money do you think will actually come from this venture and why?
No, this product seems like bullshit which is designed to keep nerds talking about the Google brand. It's a flashy, go-nowhere project that nobody is going to use. I'll bet you $100 that people generally do not remember it a year from now.
I've been watching this space for a while and pretty much all of the consumer varieties (usually Kickstarter-backed) have pretty terrible video quality, so it looks like I'll be sitting this one out for a while yet.
As others have said, the cost of this is peanuts compared to professional cameras.
I'd bet one of the first killer-apps for VR will be sports: Imagine several of these rigs set up around (and over) a football field, so that spectators can choose to "be" at the right point on the field to observe the game, and have complete freedom to look around the field.
I'll take your bet - how much? - I doubt TV networks are going to do anything with it and if they do, they won't be licensing it from Google.
I don't think price will be a big inhibitor here, honestly.
http://www.engadget.com/2015/04/29/xiaomi-yi-camera-versus-g...
Youtube already had stereoscopic support, but there were not many clients available, content was limited and difficult to create with 3rd party solutions that all cost money. It never took off and couldn't ride the wave of the studio and CE company driven 3D momentum, which quieted down after a while anyway.
This time Google ticks all the right boxes. Client devices on iOs and Android. The videoplayer everyone uses. A $5 cardboard enabler. A capture platform with GoPro and free assembly software.
Editing software were expensive Sony setups ($5K), plugins for Adobe AE or very feature-poor setups such as from Magix (around $200). Editing was very tricky, since there were few standards here, just many custom ways to do it. This is a somewhat difference, since it can be assumed that the path from capture to quickly experienced content may be very short and allow for a camera to youtube experience.
Creation devices were custom 3D rigs as expensive as the GoPro setup or consumer cameras like the Fuji W3 camera series. In this space, you are right, there is not so much difference there.
That being said, this may be the right time to reinvest in 360 degree stereoscopic video since the viewing technology is finally catching up. Point Grey has been making similar spherical cameras since the 90's [1]
Pretty cool idea overall. Other questions I had: Does it have a single data interface? How do you charge this behemoth.
[1] http://www.ptgrey.com/360-degree-spherical-camera-systems
The GoPro Hero4 costs $400.
Truly we live in the future. If you told me even 15 years ago these would be legitimate complaints for a sub-$200 camera I would have called you crazy.
Whereas a home user (who may also want to create such immersive content) is left out in the lurch.
lots of special-interest (cars, outdoors, extreme sports, etc.) youtube channels are filmed primarily on gopro rigs (suction-mounted, body-mounted, drone-mounted, etc.) and they make millions of dollars of revenue.
"professional" means a lot of different things. the content production market is massive and very profitable.
When you're going from 33 megapixels to 1 megapixel, i'm not sure how much optics is going to matter...
http://www.amazon.com/Ricoh-Theta-Degree-Spherical-Panorama/...
I'd like to see an array of cameras using quadcopters flying around a target - say a whale jumping out of the water or a football player. This would allow the viewer to see all side of the action. Great for sports playbacks.
But I think the neat thing is using readily-available GoPro cameras and stitching the video together quickly. That takes a lot of processing power to do on the fly.
In theory that could be processed just-in-time to produce an appropriate stereo image based on head tracking.
http://en.wikipedia.org/wiki/Ambisonics
In practice the computational overhead would likely be on par with graphics processing and you might want an APU :)
You could have several of these say at a music festival hanging around and watch them from your house at your leisure without having to deal with heat and crowds. And worse you go see an artist on one stage and realize they're a dud and you have to now travel to another stage. With this, boom, you can switch in an instant.
Wait a little longer and off the shelf solutions approach that point too.
When you start designing a product for only N% of possible consumers, you're in trouble if N isn't large enough.
I am counting the days till the commercial release of the Rift and haven't tried any of the units yet. I got motion sickness from Mirror's Edge in < 5min. and have difficulty playing other games in tight indoor spaces or games I can't crank the FOV up on.
If we finally get awesome, immersive technology, and I have a genetic trait that makes me unable to use it without getting ill, I will be truly depressed. This level of VR immersion will allow a whole new range of sensory experiences and I want to be a part of that from the beginning.
But this issue affecting N% of possible costumers certainly hasn't stopped 3D movies from succeeding at the box office. (I guess N would be similar for VR.)
Using Cardboard is disarmingly cool the first time you see it, but it's incredibly clunky and not immersive enough. And over time they literally fall apart.
The Samsung Gear VR is a much more likely candidate to drive mass adoption. It's higher quality than both the cardboard and the Oculus. If you already have a Samsung phone it's a small investment to get a great VR experience.
http://home.otoy.com/otoy-demonstrates-first-ever-light-fiel...
And one day I would love to travel around the world with a team and film a documentary like Samsara. [2]
[1] https://www.kickstarter.com/projects/1944625487/omni-move-na... [2] http://www.imdb.com/title/tt0770802/
If you're at Duke or somewhere nearby I highly recommend checking it out. They have visiting hours fairly frequently. http://virtualreality.duke.edu/
[0] https://github.com/troffmo5/OculusStreetView [1] https://instagram.com/p/ibU1IXFhCz/
I once played with an early Oculus, it basically amounted to something that wasn't really succeeding at tricking my senses other than giving me a headache and making me want to vomit at the same time.
I'm sure similar things were said about early cinema though.
The "Camera Crown" is an entirely impractical idea of course (that is, not the actual idea), but that does lead me to wonder how it's meant to be moved through spaces, if at all.
The event that comes to mind is obviously motor racing, specifically Nascar. I think being able to experience crashes in 3D stereoscopic would be a big selling point for people.
so what, actually. They find ways to continue maximizing profit from their commercial platform. Which was at its most-cool when it was community-mostly.
I find it kind of funny that Google is now using a system that was invented so long ago as a joke. Why not use any of the other system to capture 360 3d images? Why did Google decide 16 cameras was the right way to go?
The only reason I can think is you might get higher res images out of 16 cameras than with only a few and a hemispherical reflector or a motor, but is it really worth the extra cost and points of failure?
It's for capturing 3D movies, which can then be stitched together and viewed immersively. There's similar technology used in "Circle 360" theaters in Disneyworld (EPCOT) and other places, but the cost has generally been in the content-production side of things.
Cost is still in the content-production side, but by basing it on commercial off-the-shelf components, they're bringing it closer to the masses.
http://www.video-stitch.com/camera-360/
All mount to a tripod. GoPro is even coming out with their own:
http://gopro.com/news/nick-woodman-talks-virtual-reality-and...
The clever part here is the software.
edit: I'm on Linux/Firefox. I assume it has to do with what font sets I have installed.
I'll be interested to see what data they're sending to the video player to provide both stereoscopy and 360-panoramic video at the same time. The methods I can think of offhand require real-time pixel-shuffling to assemble the proper view during playback but maybe they figured out something else.
No more details than that, but GoPros have an accessory port in the back that makes it possible to control and I'd assume they're using that. You can even supply power through this port so in theory you could add expansion battery packs to this rig and keep the cameras charged.
Ok sorry couldn't let this word pun slip :-p
http://elevr.com/elevrant-camera-circles-for-stereo-spherica...
Ironic how there's a seam in this sentence.