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Jump – Experiences like you're actually there

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Re: Jump – Experiences like you're actually there

#41

I love all the experimentation in this area but I'm afraid systems like this are going to fall into a sort of uncanny valley of VR. Your brain is incredibly good at picking out the discrepancies between the real world and a high-resolution 120fps image with surround sound - just as it is incredibly good at recognizing objects and motions masquerading as human. It's like going from 2D/24FPS to 3D/48FPS. You'd think it…

I freaked out while a piece of metal came to my face when i was watching Mad Max Fury Road in 3D. Is my brain fucked up?

Re: Jump – Experiences like you're actually there

#42

so, based on the first image, I need to press 16 buttons to start capturing, and take 16 sd cards out before I can view them?

> "GoPro's Jump-ready 360 camera array uses HERO4 camera modules and allows all 16 cameras to act as one. It makes camera syncing easy, and includes features like shared settings and frame-level synchronization"

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.

Re: Jump – Experiences like you're actually there

#43

Earlier quoted context omitted.

xiaomi's sports camera is about $70, gopro's cost is about the same I guess

> gopro's cost is about the same I guess The GoPro Hero4 costs $400.

But the GoPro Hero is only $130 and is physically the same size.

Re: Jump – Experiences like you're actually there

#44
post #29

Looks great, though as other commenters have pointed out, 16 GoPros makes for an expensive rig. 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.

They don't claim this to be a consumer product.

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.

Re: Jump – Experiences like you're actually there

#45

I love all the experimentation in this area but I'm afraid systems like this are going to fall into a sort of uncanny valley of VR. Your brain is incredibly good at picking out the discrepancies between the real world and a high-resolution 120fps image with surround sound - just as it is incredibly good at recognizing objects and motions masquerading as human. It's like going from 2D/24FPS to 3D/48FPS. You'd think it…

I actually loved 3D/48FPS - I felt like I was watching a play in a large diorama. I've regularly wondered if different theaters tuned it differently, or if people's brains just have differences, since so many other people reported 48FPS as looking fake.

Re: Jump – Experiences like you're actually there

#46
post #18

I wonder if this is what gets VR to take off. Seems like Oculus will be way too expensive for practical use. Once people start getting content out there all you'll need is a $20 cardboard kit to take advantage of that. 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…

VR has been "around the corner" for 30 years. At some point Moore's law will give enough resolution and speed that images will seem real. I thought Oculus had reached that point, but I havent seen a demo yet.

Wait a little longer and off the shelf solutions approach that point too.

Re: Jump – Experiences like you're actually there

#47

I love all the experimentation in this area but I'm afraid systems like this are going to fall into a sort of uncanny valley of VR. Your brain is incredibly good at picking out the discrepancies between the real world and a high-resolution 120fps image with surround sound - just as it is incredibly good at recognizing objects and motions masquerading as human. It's like going from 2D/24FPS to 3D/48FPS. You'd think it…

Pay careful attention to her reaction:

https://i.imgur.com/avVTybvh.jpg

The brain is actually fairly easily tricked.

http://blogs.discovermagazine.com/notrocketscience/2011/05/2...

Re: Jump – Experiences like you're actually there

#48

I love all the experimentation in this area but I'm afraid systems like this are going to fall into a sort of uncanny valley of VR. Your brain is incredibly good at picking out the discrepancies between the real world and a high-resolution 120fps image with surround sound - just as it is incredibly good at recognizing objects and motions masquerading as human. It's like going from 2D/24FPS to 3D/48FPS. You'd think it…

I actually loved 3D/48FPS - I felt like I was watching a play in a large diorama. I've regularly wondered if different theaters tuned it differently, or if people's brains just have differences, since so many other people reported 48FPS as looking fake.

If you already felt like it looked like a play, then that's why people didn't like it. Sets look like they would on a stage, not what the stage represents. If the story takes place in a castle in 18th century England, you want the viewer to be thinking "I'm in 18th century England right now" and not "I'm in a theater watching a film about 18th century England". Creating a film is a lot about suspension of disbelief, so if your brain is saying "that looks like a set" instead of "that looks like a castle", then you've lost that battle.

Re: Jump – Experiences like you're actually there

#50
post #25

Earlier quoted context omitted.

The 16-GoPro rig isn't for a home user, it's for YouTube channel owners and other video publishers who are making money from their videos and want some more immersive content.

Well, I guess my point is that this is a bit overkill. A professional content producer may want higher quality than consumer gopro cameras. Whereas a home user (who may also want to create such immersive content) is left out in the lurch.

i don't think you have any idea what you're talking about.

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.

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