Virtual reality technology is in full swing, and it has also brought great impact on the television industry. Just think, immersive TV experience will inevitably have a huge advantage, it is likely to become the mainstream of the next generation of television technology. However, there are many obstacles on the way to the future, one of which is the lack of quality VR video content. However, at the end of the article, this article also unearthed some good VR programs, from which we may be able to take a glimpse of the future of the television industry.

Virtual Reality (VR) technology is laid out through movies such as "The Mower Man" and "The Matrix," and books such as "Ready Player One," which Steven Spielberg is preparing to make into a movie. Its status in the popular culture. They have put forward some technological visions that rely on VR headsets (or, as in the movie "The Matrix" is imprisoned in a box, and then connected to a computer network by artificial machines) to enable people to explore virtual computers. Generated world.

In 2017, these cultural tentacles are quite new to the television industry. People are trying to understand whether this kind of surreal headset can be used to convey new dramas, documentaries and narrative forms.

Over the past few decades, many attempts to successfully achieve VR have come to an end. However, Sony, Google, Samsung, HTC, and Oculus VR, which is part of Facebook, released a new generation of VR headsets in 2016 that have made new breakthroughs in technology.

The promise is: Connect the headset to the game console (Sony's PlayStation VR), computer (Oculus Rift or HTC's Vive) or your smartphone (Samsung Gear VR or Google's Daydream View) and you can watch the video, Play games and explore the virtual world. And by adjusting the controller, you can get a 360-degree panoramic view by turning your head.

Their current form of VR experience covers the following: Kill Zombies in Bioterrors Game "Resident Evil 7" and explore the depths of the ocean with David Attenborough, and watch Paul McCartney from the stage's perspective. Experience single imprisonment or explore Syrian refugee camps.

And television companies want to learn more. At the MIPTV industry conference held in Cannes this month, VR became the subject of discussions among manufacturers, media and technology companies.

"We can all have super power. Because in the virtual world, you can be anyone, you can go anywhere and you can create anything," Hik's Rikard Steiber said in the keynote, "We're just just now Began to understand what this technology can do. This is a new platform: it will be the next mass media. "

That information was not ignored. At conferences like this, people are talking about the "TV Golden Age" that belongs to Netflix and HBO. But there is also a potential instability in the TV industry. Young viewers are slowly migrating from traditional TV channels. Videos on YouTube, Snapchat, and Instagram.

Cooperation with these companies is a trend, but VR has already participated in, or at least been promoted by the headset manufacturers, which will make TV companies have corresponding participation.

The real challenge is that in 2017, VR is far less popular than the ones just mentioned. YouTube has over 1 billion monthly viewerships, Instagram has more than 600 million customers, and Snapchat has 158 million daily users. In contrast, even VR evangelists admit that they only sold about 20 million headsets, and that they included less than 2 million “thinking” devices that needed to be connected to supercomputers. Despite this, research company Greenlight Insights predicts that by 2021 headset owners will spend $9 billion a year on VR, and television producers and broadcasters are now eager to start experimenting with the technology.

This is as creative as business. So far, many of the relevant experiences of virtual technology have stayed in the field of games or non-interactive video, just like early television programs using broadcast television, and early movies like theaters. But like TV and movies, VR has the potential to develop its own language and format.

"A good VR needs to have a unique proposition. It sounds like everyone knows, but it's the key. It needs to be better on VR or better on VR alone," said Greg Ivanov of the Google Daydream team at the MIPTV group. This was said at the meeting. "A lot of media companies tend to put what they already have in VR. This may be a good bridge, but it is by no means the ultimate goal of VR."

Bertie Millis, general manager of UK-based company Virtual Umbrella who has presented a series of VR applications at the MIPTV conference, said at the MIPTV conference that several speakers believe that TV companies should better explore the use of Grand Theft Grand Theft The software "engine" of games such as Auto and Call of Duty is not an expensive 360-degree camera. Richard Nockles, creative director of Sky's VR Studios, said: "My personal mission this year is really to try to interact as much as possible." "This game engine is the future."

But there was another medium that often appeared during the conference: the theater. "It's not a movie but a theater, but it's a very unusual theatre. It's a one-man theater," said Simon Benson of the Sony team that develops PlayStation VR headsets. "As with any theater performance, if there are many actors in a stage performance, you can't guarantee that all the audience will see somewhere at a particular time. The whole scene must be tangible at all times: you lose control of focusing on specific elements. ."

Benson also said that allowing viewers/players to become protagonists in the VR narrative would also be a headache. "How can you guarantee that they promote the narrative in the way you want?" He proposed that it is best to make them a secondary person and receive a virtual leader throughout the story. In this case, the audience "is more Robin than Batman... more is Qiupeka instead of Han Solo."

Solomon Studios at Solomon Rogers has just released a VR experience based on the movie "Ghost in the Shell." He said, "Some of our best directors are transitioning from the theater. They understand the audience, process and choreography."

“This is a drama. It's an experiential script. It's part of Charles Dickens, part of Arthur Miller, and part of your TV or movie writer,” adds Brian Seth Hurst of VR production company StoryTech Immersive.

In 2017, few people made a fortune by creating virtual reality stories, but this may help encourage experimentation and risk-taking, as well as partnerships between TV companies and VR technology startups to understand the unique features of VR. Their hope is that doing so can motivate more people to buy VR headsets. One of the dangers for this industry is that if people’s initial experience with VR is bad, whether they feel uncomfortable, or the narrative methods are too clumsy, or they are not suitable for interactive thinking, they will be very long. Will not change heart in time.

TV companies, despite being cautious, are still very interested in the possibility of VR. It is expected that a large number of programs with VR versions will emerge in 2017 and 2018, and even try only for the VR experience. Kim Shillinglaw from TV production company Endemol Shine said: "VR is still very urgent."

“A piece of equipment or a new technology method really promoted the narrative approach and opened up a new round of television development. It was an interesting idea. She added, “All of us are responsible for keeping curiosity about all these applications. heart. ”

At the same time, VR Technologies will continue its efforts to inspire curiosity. In order to encourage the television industry to participate, HTC's Steiber cites Keanu Reeves' role in The Matrix to describe the popular cultural heritage of virtual reality. "I hope you can pick up pills like Neo, and run rabbit holes together with us."

Top VR experience

Home - A VR Spacewalk: The collaboration between BBC and VR allows the audience to enjoy a 15-minute spacewalk.

Ghost in the Shell: Scarlett Johansson's new movie, some of which were brought into VR.

Farpoint: Developed for Sony's PlayStation VR, this is a narrative space adventure.

Volcanoes - An Immersive Experience: The German Broadcasting Corporation ZDF launched this 360-degree panoramic movie with a close-up of an erupting volcano.

Adventure Time: I See Ooo: Cartoon Network has released this TV by-product for kids, with the “overtime off” feature that allows parents to rest assured.

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