⚠️ We Got VR All Wrong, Video to Overtake Games, How Technicolor Saved Itself, GoPro Fusion, 3D Audio (Issue #18)

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June 15 · Issue #18 · View online
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Howdy! Having reached the midpoint of 2017, there has been a noticeable downshift in VR rhetoric. As my colleague Joel Gunz put it, “the excitement is starting to cool”. In fact, you wouldn’t be shocked to hear that VR startups have gone into cockroach mode
Here’s the thing. Building an ecosystem for a new medium takes time. And when we say time, that means years not months. Yet, that logic fails when you consider ‘rules of engagement’ are being rewritten before you are able to learn them! Armando Kirwin, filmmaker and co-founder of Milk(vr), skirts this predicament in his fantastic five-part breakdown of the cinematic VR industry. Read it to understand proprietary Hollywood vs. democratized tech companies, and how the friction has turned a nascent industry upside down. 
Two other things were percolating in my brain as I sat down to write this. First, Peter Rojas who boldly asked: have we been thinking about what makes for great VR in the wrong way? Peter is suggesting that VR should NOT be judged in the same way as mobile or PC gaming. That “great VR” is not about spending 'x’ number of hours inside a headset; rather, the measure for it should be qualitative. That VR must be treated as “a luxury good”, something to be savored not consumed. I liked this a lot. Think about it for a second. Doesn’t a qualitative benchmark make more sense for entertainment experiences? For example, when you go to the movies, what is more important: how much you enjoyed the movie? or how much time you spent inside the cinema?
Something else. This Hollywood Reporter article speculatively predicts that VR will become a $5 Billion industry by 2021. Pay close attention to the data chart by PwC (see below). Revenue from video for VR is set to overtake games by 2019. Cockroach mode OFF.
Enjoy our regular program of excellent articles and insights. 
See you in two weeks,

By 2019, video will dominate VR eventually surpassing games (Source: PwC)
Storyboarding in 360°: Case Study
How to Shoot and Direct 360 Video Alongside a Network TV Show
3D Audio for a 360 ‘Behind the Scenes’ Video of a Network TV Show
360 Storytelling and the Illusion of Choice
Audio is Critical for Designing Successful VR
We’ve Been Wrong About What Makes Great VR
How Technicolor Saved Itself from Creative Destruction
Can Virtual Reality Find an Audience at the Multiplex?
How to Use SamsungVR’s Quad-binaural Audio Format for 360 Video
GoPro's Fusion 360 Camera: First Look
Zero Days VR by Scatter NYC
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