FEED Issue 02

40 ROUND TABLE VR

FEED: VR IS A PERSUASIVEMEDIUMANDONE THAT CANAFFECT USERS ONA DEEPLY EMOTIONAL AND VISCERAL LEVEL. ARE THERE ETHICAL ORWELL BEING ISSUES THAT NEED TO BE CONSIDERED IN CREATING VR CONTENT OR DEVELOPING VR TECH? TANYA LAIRD: There are several

MARIA KOROLOV: Right now, sexual harassment is a big one on the social VR platforms. And at some point, marketers will use VR to track reactions and sentiment, but that’s still a way away. MUKI KULHAN: Absolutely! It’s always important to recognise and take into consideration the motion sickness aspects, frame rates, sound quality and levels and most of all the content themes. At first, all kinds of content was being made willy nilly, but now there are structures being put into place for ratings systems just like the movies, so it does not cause oence to anyone who doesn’t want to know or see something that might disturb them. Headsets are also now becoming a lot more user-friendly, with better lenses and comfortable gear, so there is less chance of damaging your senses or getting dizzy.

FABRICE LORENCEAU: I don’t think the issues will be much dierent than the current concerns of overexposure to screens, today. It’s suggested that both young children and adults carefully moderate their engagement with digital screens to enhance their well-being. I believe this lends itself to the VR, AR and MR world, as well. Monitoring and researching exposure will help us better understand the physical and emotional eects, assisting in getting ahead of any serious health concerns. Consuming anything in moderation still rings true with VR. LUCAS WILSON: VR comes with the same concerns that exist when making a movie or other content. Think about the content and the audience, follow the appropriate ratings guidelines and include trigger warnings if needed. If it’s going to be intense, educate the public on what the content is, so they’re informed before they experience it in an immersive environment.

organisations and guidance bodies looking at this, including the likes of the advertising standards authority and the IGDA to name a couple. Having said that, there isn’t a formal regulatory framework. This, combined with the fact that those entering into the industry come from a wide cross section of previous industries - games, film, theatre, retail, theme parks - means we’re seeing a lot of dierent values that need to be aligned. WE’RE SEEING A LOT OF DIFFERENT VALUES THAT NEED TO BE ALIGNED

FEED: WHAT IS THE MOST INTERESTING VR TECH YOU’VE SEEN LATELY?

LUCAS WILSON: I’ve seen a few things that are under NDA, but I’m more excited about compelling use cases for content. What interests me is what a lot of people will consume and enjoy. For instance, there’s a simple VR game where you’re an archer defending a castle from invaders that I’ve seen be very addictive across generational lines. Successfully building something with wide appeal like that is what interests me.

FABRICE LORENCEAU: I find Tiled Streaming interesting, it provides high- resolution streams at lower bitrates by breaking a stream into various segments or tiles. Volumetric video and light fields are also fascinating. I’m excited to see how these continue to develop. Additionally, we are finally seeing 360° cameras that are versatile and high quality, such as the Insta360 Pro, the GoPro Fusion and others.

MARIA KOROLOV: I like what Google is doing with the Daydream VR platform. MUKI KULHAN: I saw an MVP utilising voice recognition while watching the VR experience and it was very cool! TANYA LAIRD: We see a lot of interesting things. Right now I’m obsessed with bone conduction technology, as I’m keen to see the need for massive headphones removed from the HMD experience. It allows for a first step towards reducing the isolation of a HMD and streamlining the experience for those who aren’t keen/comfortable with wearing the technology.

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