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Jump – Experiences like you're actually there

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Re: Jump – Experiences like you're actually there

#81
This is really exciting. I came up with the same design last year and have been really wanting to make a rig like this. My gym had treadmills with screens, and you could select a virtual hike through places like Oregon and New Zealand. So I really want to capture some of these hikes with this rig, and replay them while walking or running on an Omni [1]. I'm really excited about the potential for VR to turn exercise into an enjoyable experience, instead of a chore.

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/

Re: Jump – Experiences like you're actually there

#82

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…

>so clearly not reality, and anything that attempts to replicate reality too closely will be rejected

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.

Re: Jump – Experiences like you're actually there

#83
Has anyone see the opposite of this done - where you have a 360 degree array of cameras pointed at a target? This would allow the viewer to pan around the point of interest during an action sequence.

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.

Re: Jump – Experiences like you're actually there

#84
post #82

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…

>so clearly not reality, and anything that attempts to replicate reality too closely will be rejected 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.

To be fair a reasonable amount of people find Oculus rift makes them nauseous in any application.

Re: Jump – Experiences like you're actually there

#86
post #83

Has anyone see the opposite of this done - where you have a 360 degree array of cameras pointed at a target? This would allow the viewer to pan around the point of interest during an action sequence. 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 playba…

I don't think a quadcopter can hold cameras with enought distance apart from each other in order for a shot to be any useful, I mean think about it, whale jumping or a football players bodies are much bigger then a quadcopter radius, so the 360 views will most probably be useless

Re: Jump – Experiences like you're actually there

#87
I'm curious how they are planning to record audio. Binaural sound can give a sense of presence even without video. The common approach to recording it is by placing microphones in your own or a fake heads ears and that won't work in VR. It'd be interesting to see an array of microphone elements perhaps in a cleverly shaped mold to go along with this.

Re: Jump – Experiences like you're actually there

#88

Earlier quoted context omitted.

You're talking about Presense, which is the point at which your brain flips and is convinced what its seeing is real. 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...

Since people might not be familiar with the term yet, I feel it's useful to point out that it's spelled "presence" with a 'c', as in, you feel as if you were actually present in a virtual reality.

Haha I was reading the parent and I was like "Pre-sense?" "What would that have to do with feeling immersed in VR?" This cleared it up, thanks.

Re: Jump – Experiences like you're actually there

#89
post #87

I'm curious how they are planning to record audio. Binaural sound can give a sense of presence even without video. The common approach to recording it is by placing microphones in your own or a fake heads ears and that won't work in VR. It'd be interesting to see an array of microphone elements perhaps in a cleverly shaped mold to go along with this.

Each of those 16 GoPros have microphones, so I think you could get great results by processing all of those audio signals.

Re: Jump – Experiences like you're actually there

#90
post #86
post #83

Has anyone see the opposite of this done - where you have a 360 degree array of cameras pointed at a target? This would allow the viewer to pan around the point of interest during an action sequence. 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 playba…

I don't think a quadcopter can hold cameras with enought distance apart from each other in order for a shot to be any useful, I mean think about it, whale jumping or a football players bodies are much bigger then a quadcopter radius, so the 360 views will most probably be useless

Well, if you have 16 quadcopters - each with one camera... :-)
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