08/06/2017No Comments

Champions League VR Experience Review

Champions League VR Experience Review

Quite a game wasn't it, with some fantastic goals, and a bit of controversy too! But this blog post isn't really about the Champions League final, but about the VR experience that BT Sport offered.

In my last blog post Watch the UEFA Champions League final in VR I looked at the past sporting VR content, and made some predictions and thoughts on how a VR experience could play out. I was critical of BT Sports YouTube channel, and I hoped, but didn't expect, that the VR experience for the final would be much improved. I'm glad to say my expectations were exceeded, and the final was enjoyable in VR!

The experience begins with the BT Sport app. I'm a big fan of keeping as much as possible to the browser window (for speed, accessibility and convenience), but there are limitations, so downloading the small app was necessary. The app beings with a virtual environment, perhaps loosely based on a corporate box overlooking the stadium. There isn't a lot to do here, other than have a quick look around and press the play button to load the live stream.

VR headset sport google cardboard football soccer live 360

Once loaded you are transported to the stadium, and immediately you can see the difference in design, quality and experience from the YouTube VR clips. The build up and pre-match show for the final was also streamed, which was nice, but I think it would have been amazing if we could have seen something a little special. How amazing would it be to have a camera in the players tunnel, or even in their changing rooms? Maybe next time!

VR headset sport google cardboard football soccer live 360

The app sadly didn't let us into the dressing room, but we could watch the match from 8 points around the stadium. The interface at the bottom of the view is very easy and straight forward to use, but does involve a lot of head movement to select your choice as the "cursor" is controlled by where you're looking, quite annoying if you're drinking a pint!

VR headset sport google cardboard football soccer live 360

Some of the view points are from the position of seats within the stadium, others are from positions closer to the pitch. You do get a feeling of being there, and it is nice to choose your view point.

VR headset sport google cardboard football soccer live 360

But I'll be honest, the camera positions aren't great, and you're so far away from the action that it can be hard to follow the football at times. This is one of the pitfalls of football, you simply can't place a camera in the middle of the action, which could be possible in other sports such as Formula 1.

VR headset sport google cardboard football soccer live 360

One nice feature of the VR app is that highlights of the match are shown on virtual screens above the pitch. This helps with keeping track of the action and anything we might have missed. We take highlights for granted when watching a match on TV, and without them it really does take something away from the experience. Now here's a side thought, will we be able to watch a game in person, but with features like this for us to use via augmented reality technology?

One notable and quite considerable frustration was with the virtual screens and commentary. To view the virtual screen and commentary you had to watch the game in "auto" mode, meaning the camera position was controlled by the TV station. As soon as you selected your own camera position you no longer had the virtual screen and commentary. I'm sure this is an easy fix, but it did take away from the experience.

VR headset sport google cardboard football soccer live 360

Other features are also incorporated into the app, but have little substance. Checking a players stats is nice, but do we really need to know Gareth Bale weighs 74kg? I would like to see live stats, that actually mean something during the match. How many passes did he complete, or how far has he run?

VR headset sport google cardboard football soccer live 360

All in all, I did enjoy the VR experience, and it did exceed my low expectations. Did I watch the entire match in VR? No. I wanted to get a flavour of what is currently possible, but my desire to enjoy the match took over, and I admit I watched most of the match on the TV. The camera positions were not better or worse that I expected. This is where the TV coverage is still leaps and bounds in front. Perhaps a zoom / virtual binoculars function would help?

But perhaps we shouldn't be comparing VR to TV. Instead we maybe should be comparing VR to being there in person. In that respect the VR option offers more flexibility, features, and is a whole lot less expensive! But does it really compare to actually being there? Well sadly no. The buzz you get from arriving at a stadium, finding your seat, and watching the game with thousands of others isn't really replicated in VR. It is immersive, and enjoyable, but it's just not on the same page, yet.

Virtual reality for football and sports is right at the beginning of its journey, and I did fear that it might be another giant flop like 3D TVs. However I'm slightly optimistic, and can see the potential to make the VR experiences brilliant. Firstly I think we need a way to make the TV and VR experience become one, or at least much closer. How can people be persuaded to ditch the 50" LCD for a VR headset? What can VR do that TV doesn't? Will TV always be one step ahead of VR? All tough questions, and I sadly don't think there are any quick answers.

But will VR replace going to the real event? This I'm really unsure of. The ability for VR to instantly transport you to anywhere in the world is a huge advantage. Time is becoming an increasing commodity, and in a society where life can sometimes feel too busy and exhausting, could VR be an answer?

At the moment, I can't see how VR could ever replace the buzz from going to a sporting event, and I don't think this is a bad thing either. Going to a match is so much more than what you can see. It's about the atmosphere, the noise, the people, the bad weather! Maybe one day we'll fool our brains into digitally replicating these things, and stadiums will be filled with rows of VR cameras instead of people. I hope not, and I hope we can have the best of both worlds.

Anyway, if you haven't yet tried the BT Sport App, download it here for android, and here for IOS and have a go. Let me know your thoughts and ideas too!

Dean

02/06/2017No Comments

Watch the UEFA Champions League final in 360° VR!

Watch the UEFA Champions League final in 360° VR!

The UEFA Champions League final is this Saturday! The high light of the football season for many, and it never disappoints! But this year will be slightly different, as you'll apparently be able to watch the match in 360° VR!

Read more

11/07/2016No Comments

A Virtual Experience of Solitary Confinement

A Virtual Experience of Solitary Confinement

We have been playing, tinkering and mainly having fun with virtual reality, all in the name of research of course! The sheer number of apps, videos, experiences and games already available is amazing, and we've only really scratch the surface with our research. However one piece of virtual reality content really stood out, and that's "6x9: A Virtual Experience of Solitary Confinement"

Blog Virtual Reality Solitary Confinement App Video 360 VR

Created by The Guarding and The Mill (see more info here), this virtual reality experience is a great example of how a virtual reality experience should be! It places the viewer in a horrible 6x9 cell, and gives us a glimpse onto just what solitary confinement may be like. Let's just say it's not very pleasant!

Blog Virtual Reality Solitary Confinement App Video 360 VR

6x9 is one VR experience that really stand out for us and does so for few reasons. Firstly it's based on interesting and engaging content. Real convicts who have been in solitary confinement talk about their experiences. Even if 6x9 had been a news article, or a pod cast it would have still grabbed my attention.

Secondly the visual experience is good. OK the graphics aren't photo-real, but to me that doesn't matter. The room is dark, dirty, and not a very nice place to be all. The room changes, weird effects happen to suggest different feelings or even hallucinations that an inmate would have. The user is guided through the experience, and one thing I like is that you can look behind you, but the content is delivered in front of the user, so you can sit comfortably on the sofa without having to break your neck or stand up and turnaround to see the content! Sometimes you almost forget about the quality of the CGI as I found myself listening to the audio or reading the graffiti style text.

Thirdly, and perhaps the most important reason why this works so well in my opinion, is that the creators have taken great content, and then chosen the best medium to tell the story through. In this case they've used virtual reality, and by doing so they've enhanced their content and experience. Too often I see people with the thought of "we have VR, how can we use it?". This can lead to badly built experiences, and people simply trying to force their content into virtual reality. Look at how many best selling mobile games are being butchered to use VR, simply to jump on the band wagon to be part of the VR scene. It's lazy, cheep, and will damage the reputation of virtual reality as a medium if we're not creating brilliant content.

Anyway, back on topic. The 6x9 is a lesson in how to produce virtual reality experience. Please check out the app, all you need is a smart phone, Google Cardboard, GearVR or something similar. There's also a little trailer if you can't get your hands on a VR headset....

Enjoy (if that's even possible in a 6x9 cell?).

Dean

08/01/2016No Comments

Virtual Reality Aids Nasa Training

It's of no real surprise that massive organisations such as NASA are using virtual reality to help test, train and develop their environments and users, in fact you'd expect them to be the leaders in new tech, and demoing things which we hadn't even heard of.

So when I saw this short video, showing a user controlling a robotic arm to simulate lag in a zero gravity environment, I was a little surprised to see them using an off-the-shelf Sony VR headset (Project Morpheus), which will be available to buy in 2016, presumably to be primarily used with the Playstation 4.

For myself, this is quite a big deal, the virtual reality headset will probably be priced at around £500, and to consumers who only want to play games this may seem high and hard to justify, but if you think about it, the price is much lower than a new TV, and will likely give you a much more immersive experience than a TV or monitor.

Playing games is one thing, and ultimately gaming has really driven this technology to this level, but what about the other possibilities for this kind of hardware?

There are gamers who look for for diablo 2 items for sale to buy their gaming gears for half the price. Of course we can look to use the headsets for interactive architectural walk-through, or to visualise new products in full 3D, and I'm sure we'll see an increase in demand for these types of projects. Selling a housing development "off-plan" may be replaced by selling "off-VR", allowing potential buyers to walk around their future neighbourhood, and explore their future home.

 vr_head_set_nasa_training_virtual_reality_02The VR headset and controllers in action.

However I also see a massive use for VR in development, simulation, testing and training, which is what the video explores. Again architecture and product design may find virtual reality useful to develop and preview architecture and prototypes, uncovering potential design flaws, or perhaps even for user testing and focus groups, which could potentially mean architects and designers could trial several designs in a much more cost effective manor.

Training and simulation could also be a great use for virtual reality. As the video shows, the software can be programmed to different scenarios for any environment. A factory could be tested before it's built, and any design flaws could be rectified before actual construction of the building, saving companies a huge amount of money and time.

vr_head_set_nasa_training_virtual_reality_01Virtual robotic arms.

Staff could also be trained to use new machinery, even before it's physically there. This could cut down on training time, and also allow users to familiarise them selves with the machines in a very safe way.

Simulations can also be run, perhaps allowing users to experience an emergency situation. The software could be programmed to record and feed back on the users decisions, speed and alertness. The information could then be analysed, reviewed and acted upon, perhaps making the training more valuable and useful for both trainers and trainees.

The technology behind the VR headset is of course cutting edge. We haven't really seen any consumer based VR head sets before, OK there's the Samsung Gear, Google Cardboard and arguably the Oculus Rift, but with 2016 looking like it will be a bumper year for virtual reality and headset hardware we could see the use of VR rocket and become almost mainstream.

For sure, a VR headset is on our wish list for 2016 and there's quite a choice of headsets too. There's the Sony VR headset, HTC Vive and the full release of the Oculus Rift, all of which look impressive, and should in theory be around the same price range, so the choice looks like it will be down to software compatibility and personal preference.

The future of VR is looking strong, and we can't wait to become a part of it, pushing and playing with new technology whilst creating new virtual worlds and environments! We simply can't wait to get our hands on a headset, and see where we end up!

Dean

02/11/2015No Comments

Augmented / Virtual Reality Command Centre Concept

New tech excites me, and this augmented / virtual reality project created for BAE Systems is something I'm massively impressed with. In an episode of Click, a BBC tech based show, they look at how augmented and virtual reality work in partnership to give the user a huge amount of control by immersing the user into a virtual world.

The video can be watched on the iplayer here -

http://www.bbc.co.uk/iplayer/episode/b06bbm1g/click-05092015

The command centre uses a mix of new technology, with perhaps the most recognisable tech being the Oculus Rift (the large head set), but the command centre also takes advantage of gloves, cameras, and other interfaces to allow the users to view, control and interact with the virtual world.

VR AR Command Centre Virtual Reality Augmented Reality

Mixing virtual reality with augmented reality has been used to great effect, in this case the wooden table is used not only to project the virtual world onto, but also to give the user something real to touch. I imagine it's also very useful for resting the users hands, as hovering in mid-air can soon become quite tiring.

VR AR Command Centre Virtual Reality Augmented Reality

The augmented virtual world is mainly projected onto the table, however other 3D objects are visible away from the table, such as the fighter jet, and the personal assistant.

VR AR Command Centre Virtual Reality Augmented Reality

The software developed for the command centre is perhaps the most impressive part of the project, and gives us a brief look into what's possible. In this demo the user can quickly see live video from the real world scene, but the view could view anything they need, from drawings, to written reports.

VR AR Command Centre Virtual Reality Augmented Reality

The video also glimpses at another peice of tech which I love, and that's 3D scanning. In the video the command centre can see real-time updates from 3D scanned data. Presumably the area is scanned with a drone, and the point cloud data transmitted back to the virtual world.

VR AR Command Centre Virtual Reality Augmented Reality

If you're interested in this kind of tech, watch the video, it's seriously impressive stuff! I can't wait until this kind of project becomes mainstream, and eventually the norm, until then I'll just have to keep tinkering and experimenting with my own virtual worlds!

Dean

 

24/03/2015No Comments

Digital Room Sets Will Never Be Built

"Digital room sets will never be built."

This is a realisation I had whilst working on a current digital room set project, and it's not something I've ever thought about before. With architectural visualisations and product CGIs, the purpose of a 3D visualisation is to preview or to sell something, that one day will become real. A CGI of a building is pretty good representation of how the end architecture will look, and so estate agents can sell the house before it's built. The same goes for products. These things will be built, and I love seeing the real thing, and then comparing the digital to the real.

Room sets though will never be built. The products that sit in the digital rooms may one day be manufactured and sold, some might even be available now, but the room will never exist, and it's almost certain to say that the exact configuration of a kitchen or bedroom shown within a CGI is very unlikely to be exactly replicated.

Digital room sets are entirely 3D polygons, computer generated textures, and simulated lighting. Wooden beams, or a stone chimney breast are only pixels, with little consideration is often made to whether these architectural features would be strong enough, durable, or even possible in reality. So long as they look correct and give the impression of realism, then that's usually as far as the design will go.

ad15_portfolio_bi-folding_doors_black_featured_image

An alpine digital room set to visualise bi-folding door.

By removing the need for these room sets to be built, we can allow ourselves to build digital room sets which might not exist in reality. The 3D room set used in the Student Mattress Room Set Project doesn't exist in reality, but it could. However by removing the constraint of the room needing to the accurate, strong, and true to technical aspects such as building regulations, the temptation can be to create something un-realistic.

ad15_portfolio_bi-folding_doors_mahogany_featured_image
A student digital room set created to visualise a new mattress.

With 3D there are no size or design constraints, we can make rooms as large, unusual, wacky as we feel. This can sometimes be a mistake. For example, with the student room set, we could have easily made the set 10m wide, with elaborate architectural detail, modern furniture, and so on, but it would have quickly not looked like a student room at all. Yes the furniture we added is slightly unusual, and the room is perhaps more elaborate that the student rooms I remember from my University days, but it's still believable, it could be made like this. I believe this balancing act is key to creating a great interior digital room set. Realistic 3D models, materials and lighting only work well if the design and architecture is spot on to begin with. As I've said already, structural and other constraints don't apply in 3D CGI projects a literal sense, but they do apply in a believable sense.

There is the other side of the coin with to the lack of constraints, and this is we as artists and designers have total freedom to create what we want. If you want to show your product on the edge of a volcano, or even on the moon, then CGI and 3D magic can make these possible, at a tiny fraction of the cost of doing it in real life.

Digital room sets can also be stored away on tiny hard drives, archived for later use, amends, or new products. There's no need to de-construct the set, and there are no time limits on how long a set can stay constructed for. Digital room sets can also be quickly changed, re-styled, and given a new look very quickly. Check out the interactive applications over at the interactive page to see more about how interactive applications can be used in conjunction with digital room sets.

Anyway, I'm straying from my original point slightly. To the average viewer, a digital room set may look no different to a traditional, photographed room set, and I guess that's why digital room sets prove popular with clients and customers. My point is that for all the design, styling and virtual construction work, the sets are merely polygons and pixels, and will never be built, touched or experienced in the real world.

 

Digital room sets will never be built....

....and this makes me sad....

....but I think I'll be OK!

 

Dean

LIKE WHAT YOU SEE?

WANT TO KNOW MORE?

USEFUL LINKS

Site Map
Privacy Policy

Punch Infinity
Switch
Archive
Contact
Subscribe

INSTAGRAM FEED

Wrong or no access token.

PUNCH DIGITAL

Punch Digital Services Ltd

Registered Office :
Peel Walker
11 Victoria Road
Elland
HX5 0AE

Company No:
07938732

VAT No:
GB 282 4398 77