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Jump – Experiences like you're actually there

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181–190 of 199 posts

Re: Jump – Experiences like you're actually there

#181
wooow, multi-billion-dollar-megacorporation striped together 16 expensive cameras with a piece of plastic :OO

so what, actually. They find ways to continue maximizing profit from their commercial platform. Which was at its most-cool when it was community-mostly.

Re: Jump – Experiences like you're actually there

#182

Earlier quoted context omitted.

The first GoPro is garbage. I have one, and I have the 3+ one. The first one is noisy, has horrible compression, absolutely horrible at low light, doesn't shoot 4K, doesn't do 60fps at 1080p.

> The first GoPro is garbage [...] doesn't shoot 4K, doesn't do 60fps at 1080p. Truly we live in the future. If you told me even 15 years ago these would be legitimate complaints for a sub-$200 camera I would have called you crazy.

15 years is an eternity in technology. Check out the processors from 2000, they are all garbage by every reasonable metric. They are only good as heaters now.

Re: Jump – Experiences like you're actually there

#183
post #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...

The original commenter actually made the exact distinction between VR (what you linked) and capturing real life video

Re: Jump – Experiences like you're actually there

#184
post #168

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…

My experience of The Hobbit was that the 24fps version felt like being in Middle Earth, and the 48fps felt like being on the film set - which strictly speaking was the more realistic experience, but far less satisfying.

To me it felt like a video game, and in fact the action supported this. I was left wondering why someone would go to the trouble of making a computer game that you cannot play.

Re: Jump – Experiences like you're actually there

#185

Earlier quoted context omitted.

I'm looking forward to trying out Cardboard on iOS. Anyone have a recommendation for a good viewer manufacturer? (I'm a bit surprised at how much some of the kits are, given they're made of, er, cardboard).

I am a bit partial as I am one of the founders of this company but here is a shameless plug for our vr viewers... http://www.dodocase.com/collections/virtual-reality

Thanks for the shameless plug :) I like that you called out the material quality/selection in your viewer. I'm actually kind of fascinated at the level of guidance Google gives to help partners make these. Anyway, pre-ordered and look forward to it! (iPhone 6)

Re: Jump – Experiences like you're actually there

#186
post #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...

> Pay careful attention to her reaction: > https://i.imgur.com/avVTybvh.jpg

Note: This jpg is actually a gif (?)

Re: Jump – Experiences like you're actually there

#187

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 still holding onto hope that we'll surpass the uncanny valley and get to a point where we can create things that are totally believable. There's going to be a weird time before we get there but I don't think that should be viewed as meaning it's impossible.

Re: Jump – Experiences like you're actually there

#188
post #47

Earlier quoted context omitted.

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...

> Pay careful attention to her reaction: > https://i.imgur.com/avVTybvh.jpg Note: This jpg is actually a gif (?)

That's the power of Virtual Reality

Re: Jump – Experiences like you're actually there

#189

Earlier quoted context omitted.

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.

What killed 48FPS for me was how obvious it made the transitions between heavily CG/post-corrected scenes and fairly unedited ones. The overall color tones and movements weren't consistent. To me the Hobbit 2 was visually half film, half video-game. I could see a movie with no CG (or careful use of it) being very enjoyable in 48FPS.

[deleted]

Re: Jump – Experiences like you're actually there

#190
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.

It's an open spec. Use Rasberry Pi and camera modules. Buy 'em used. You can probably build the rig for <$1500
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