Friday, July 3, 2015

Awesome Stuff: Supplying The R For VR

A few weeks ago, we featured the Gloveone and talked about the growing market for supplemental virtual reality devices. We also talked about the coming VR future on this week's podcast episode. But there's another half of the VR world we haven't talked a lot about: the capture and creation of VR environments. This week, we're looking at the Sphiricam 2, a 360-degree 4k camera.

The Good

As VR devices like the Oculus Rift become more popular, there's going to be a huge thirst for content — and in this everyone-is-a-creator world, a huge thirst for content-making tools, too. Though much of the excitement has been around video games and from-scratch environments, there are also plenty of compelling things to be done with material captured the real world. For that, you need an elaborate multi-camera setup — or a device like the Sphericam. It's tiny (about the size of a tennis ball), rugged and full-featured, and requires no special knowledge to capture 360-degree footage which can then be converted to a navigable VR environment. It's basically a GoPro combined with a Google Street View car, and that's pretty cool. For the videophile, it has solid specs: 60fps raw video at 4096x2048 resolution, on six cameras with no blind spots.

The Bad

There's really only one major drawback here, and that's the price. At $1500 plus shipping, it's not something that's going to find its way into everyone's pocket overnight. That's not to say the price is unfair — given the amount of technology packed into the device, it seems at least reasonable, but for the time being it remains an obstacle. Still, just like the VR devices themselves, it's likely that things like the Sphericam will only get more and more accessible as time goes on.

The User Generated

This is the part that's really exciting and interesting about devices like this. Today, it's simply no longer enough to release a new means of consuming content to the world — it needs to come with ways of creating that content. The world of virtual reality will have no multi-decade gap between early "professional only" days and later "everyone's in on it" days, like photography or film or recorded music — the two will arrive almost simultaneously, with content coming from a huge spectrum from amateur to professional and everything in between. Devices like the Sphericam are paving the way for this, demonstrating that even something cutting-edge like virtual reality can and will be adopted by creators of all classes. It's going to be an interesting future in more ways than one.



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