Thanks to Toony Wu and the talented team at Jelly Monster in Beijing for hosting an iAVRrc salon yesterday afternoon, featuring my presentation on “The Art of Indirection”, and a few words from Nokia’s Jill Smolin on the creative potential of the OZO virtual reality camera.
Rick Garson is a unique figure in entertainment. A colorful, controversial executive and entrepreneur, Rick’s range of experience includes promoting Michael Jackson’s “Bad” tour as well as creating and producing the Billboard Music Awards. He career has also been defined by innovation such as his development and promotion of the Rolling Stones’ “Steel Wheels” pay-per-view music special, the first of its kind.
Rick first hit China’s radar in 2008, when he produced the Beijing Olympics’ “Divas in Beijing” concert TV series. Since then, he’s had his hands dirtied and his nose bloodied in the rough-and-tumble world of Chinese events and entertainment. Rather than turn tail and go home, Rick doubled-down and moved to China in 2013.
He’s now breaking new ground in mixed reality with his latest venture, VX Entertainment. VX Entertainment provides world-class content for the immersive media era, and features what may be the first high-end mixed reality showroom (at least the first of its kind in China) combining projection technology, virtual reality and holography.
I had the opportunity to catch up with Rick in his Beijing studio, experience VX Entertainment’s mixed reality showroom for myself (one word review: awesome) and ask some questions about where he is and where he’s…(full post on AWN)
My 2017 VR Wish List is up on Animation World Network. Check it out!
This afternoon I had the pleasure of delivering a keynote address on “The Impact of VR” at the 2016 Sina Future Media Summit in Beijing, streamed live with a residual real-time reporting log (in Mandarin) and related photos.
Welcome to the age of immersion.
Dad and Mom are awakened by their scented VR sleep wraps: Dad with a simulated mountain sunrise, and Mom on a peaceful meadow. They change into their daywear – lightweight, hybrid reality designer glasses and haptic smart rings. In the kitchen, Mom browses new breakfast recipes in AR, while Dad parses an AR article on the discontinuation of the world’s last remaining smart phone model, the Freedom 2051. Their preschool Daughter flails through an AR storybook while chatting with her digital imaginary friend (which her parents have secretly configured to be visible to everyone in the family).
Dad prepares to take his pudgy teenage Son to school (brick-and-mortar education made mandatory by the “Present and Accounted For” school attendance bill, passed into law after a spike in childhood obesity). Their trip in the family car starts out in… (full post on AWN)
Virtual reality is nothing new. It’s been around for decades, tent-poled by a few signature eras. The first of these was in the 1960’s, when Morton Heilig built a prototype of his “Experience Theatre” called the Sensorama, and Ivan Sutherland created the first VR and AR head-mounted-display (HMD) – a massive device that required ceiling suspension. The second era was during the mid-80’s to mid-90’s, when Jaron Lanier founded VPL Research, Mattel’s VR Power Glove was available for just $75 USD, and the concept of virtual reality was popularized in movies such as THE LAWNMOWER MAN. We are currently in the third era, a Facebook-fueled frenzy of global activity – leveraging on technological advances and accessibility – that just might achieve mass-market traction where previous attempts have failed.
Although awareness is growing, many people still either don’t know what VR is, or refer to everything as “VR.” In China, for instance, “VR” is used as a catchall term encompassing virtual reality, augmented reality and mixed reality. On the other end of the spectrum are the technorati, who debate the fine points of whether 360-degree videos should be called “VR” and whether POKEMON GO qualifies as “true” AR.
In light of this and for your consideration, here are brief explanations of VR (virtual reality), AR (augmented reality) and MR (mixed reality) that I’ve used when describing the technology to… (full post on AWN)
For the past couple decades, Western content professionals have generally displayed a patronizing attitude towards the Chinese entertainment industry and market, determined to “show the Chinese how it’s done.” I relocated to Beijing in 2008 with much the same mindset. However, the onset of the VR Era has resulted in a sea change, with foreign professionals astonished by the pace and penetration of China’s advances in virtual reality. China has truly become “The Wild Wild East” with respect to VR, the hottest battleground among global VR markets. Folks from the West who approach China with any pretensions soon find themselves… (full post on AWN)