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…
Jump – Experiences like you're actually there
41–50 of 199 posts
Re: Jump – Experiences like you're actually there
#42so, 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?
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
#43Re: Jump – Experiences like you're actually there
#44Looks 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.
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
#45I 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…
Re: Jump – Experiences like you're actually there
#46I 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…
Wait a little longer and off the shelf solutions approach that point too.
Re: Jump – Experiences like you're actually there
#47I 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…
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
#48I 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
#49Re: Jump – Experiences like you're actually there
#50Earlier 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.
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.