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Jump – Experiences like you're actually there

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101–110 of 199 posts

Re: Jump – Experiences like you're actually there

#101
post #97

There are a couple of consumer ready 360 camera options available to purchase today ($300-$400), albeit not 3d steroscopic. I have personally played with the ricoh theta and the kodak pixpro and think they are good products. Here are some links if you want to check them out, I don't work for any of these companies but am a VR enthusiast... Good for stills and video https://theta360.com/en/about/theta/ Action camera s…

I took an sp360 on track. Review: pass. I can dig out the video if you care.

Agreed, the SP360 is just awful. Shame.

Re: Jump – Experiences like you're actually there

#102
post #68

Earlier quoted context omitted.

16 gopros isn't much more than a mid-range Canon DSLR, which TONS of amateurs manage to pony up the cash for. I don't think price will be a big inhibitor here, honestly.

Uhhmm... how much do you think gopro 4's cost?

About $2000

Re: Jump – Experiences like you're actually there

#103
post #2

Almost impossible to read that font on my machine. edit: I'm on Linux/Firefox. I assume it has to do with what font sets I have installed.

I guess that it is a "Firefox issue". I have the same problem with Firefox under Windows 7 (2560x1440, newly calibrated screen). The font renders a little better in Chrome and in IE 11 it looks good.

Re: Jump – Experiences like you're actually there

#104

Earlier quoted context omitted.

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.

The big risk to the 3D / VR market is generally the possibility that there is a percentage of the population that just isn't "wired" for it, i.e. they can't actually experience immersive 3D without physical revulsion from their sensory experiences not lining up. When you start designing a product for only N% of possible consumers, you're in trouble if N isn't large enough.

This is actually my biggest fear.

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 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.

Re: Jump – Experiences like you're actually there

#105

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'm unconvinced about the existence of an uncanny valley in frame rate.

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).

Re: Jump – Experiences like you're actually there

#106

The interesting aspect here is the iPhone availability for Cardboard and the use of Youtube as the platform for 3D VR. 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…

GoPro is a third party solution that costs money (a lot). What makes it different from before?

Re: Jump – Experiences like you're actually there

#107
post #90
post #86

Earlier quoted context omitted.

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... :-)

or just one quadcopter, with one camera, that moves around the object

Re: Jump – Experiences like you're actually there

#108
post #60

Something that's maybe not clear from that page, but was mentioned in the Google IO keynote: this is not just stitching of multiple video streams. 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 the…

> get stereo from mono 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.

Re: Jump – Experiences like you're actually there

#109
post #99

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…

Well put and fascinating points. 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 libr…

> 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.

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.

Re: Jump – Experiences like you're actually there

#110

The interesting aspect here is the iPhone availability for Cardboard and the use of Youtube as the platform for 3D VR. 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…

GoPro is a third party solution that costs money (a lot). What makes it different from before?

The playback devices were basically your PC with anaglyph glasses (terrible experience) or a PC with Nvidia 3D setup. This is the main difference.

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.

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