{"id":229590,"date":"2017-07-22T03:24:14","date_gmt":"2017-07-22T07:24:14","guid":{"rendered":"http:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/uncategorized\/another-promising-week-for-virtual-reality-multichannel-news-blog.php"},"modified":"2017-07-22T03:24:14","modified_gmt":"2017-07-22T07:24:14","slug":"another-promising-week-for-virtual-reality-multichannel-news-blog","status":"publish","type":"post","link":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/virtual-reality\/another-promising-week-for-virtual-reality-multichannel-news-blog.php","title":{"rendered":"Another &#8216;Promising&#8217; Week for Virtual Reality &#8211; Multichannel News (blog)"},"content":{"rendered":"<p><p>    Despite a week of upbeat virtual reality developments, promises    and encouragement -- the first Disney-backed Marvel VR game,    six Emmy nominations for VR \"experiences,\" an endorsement from    a top streaming media packager plus a big (albeit temporary)    discount from Oculus-- the outlook for the immersive    technology continues to baffle media analysts.  <\/p>\n<p>    The recent string of frothy announcements comes just a few    weeks after Ericsson released a generally effusive outlook    about VR, especially its value in video programming.  <\/p>\n<p>    So while technology and programming suppliers continue to    proclaim VR's looming role in entertainment (as well as in    industrial, medical and other professional applications), media    operators are still going slow in planning for the bandwidth    and transmission requirements that VR will require. For now,    much of the discussion still revolves around the near-VR (but    usually not immersive) presentations of 360 cameras,    increasingly showing up as thumbnail videos in social media and    other online feeds.  <\/p>\n<p>    Nonetheless, the mid-summer bump of simultaneous VR    developments served as a reminder that this technology could    still become a $100 billion global industry by 2020 (as Nokia    forecasts) and reach 49.2 million American by 2019, according    to a report by    eMarketer.  <\/p>\n<p>    At Disney's D23 Expo in Anaheim, Calif., last    weekend, the studio plunged back into the games category (from    which it had withdrawn last year) via its subsidiary Marvel. It    unveiled \"Marvel Powers United VR,\" which will debut next year.    Gamers can play at varying skill levels using Marvel characters    such as Rocket Raccoon, Deadpool, Captain Marvel and The Hulk.    Disney has partnered with Facebook-owned Oculus.  <\/p>\n<p>    Related> CTA    Projects Record Revenue for VR  <\/p>\n<p>    A day before D23 began, when the National Academy of Television    Arts & Sciences announced nominees for the 69th Emmy    Awards, VR was in the running with six projects nominated in    the \"Original Interactive Program\" and \"Creative Achievement in    Interactive Media Within a Scripted Program\" categories (the    academy hasn't created a VR category).  <\/p>\n<p>    In the first category, all three nominations came from Oculus,    some with a partner. One of those nominees is The People's    House, featuring a White House tour with Barack and    Michelle Obama. The second category included The Mr. Robot    Virtual Reality Experience from USA Universal Cable    Productions, Stranger Things VR Experience from    Netflix and CBS Digital, and The Simpsons  Planet of the    Couches from Gracie Films, 20th Century Fox Television and    Google Spotlight Stories.  <\/p>\n<p>    More Content, Lower Prices    Separately, Oculus announced that it will put $50 million of    the $250 million already committed to VR content into    non-gaming, experiential VR content,\" according to published    reports.  <\/p>\n<p>    Meanwhile Oculus just slashed its equipment pricing. It has    temporarily bundled its Rift headset and Touch controller into    a $399 package, about $200 lower than the $598 price announced    in March, which itself marked a drop from the $799 Oculus kit    price early this year. The company said the summer-long    promotional pricing seeks to attract potential customers who    \"may have been sitting on the sideline because of price,\" as    well as viewers who have been waiting for more apps and games    to become available.  <\/p>\n<p>    Related> VR    Equipment Market Mixed: Study  <\/p>\n<p>    And at a July 18webinar on \"How to Produce, Deliver,    Monetize & Experience VR Content, NeuLion and Nokia    executives urged media companies to plunge into VR    opportunities.  <\/p>\n<p>    VR has moved \"beyond simple streaming, said NeuLion executive    VP Chris Wagner, because \"theres so much more to do to    interact with the viewer to enhance the video-viewing    experience.  <\/p>\n<p>    Compelling content is [vital] to make sure that you have that    most immersive experience, added Malachi Bierstein, head of VR    sales at Nokia.  <\/p>\n<p>    Without the content, not really much else matters,\" Bierstein    said in published reports from the webinar. \"So, really that    compelling content is going to be the ultimate driver of VR    adoption.\"  <\/p>\n<p>    Their pleas for high-quality video content backed up findings    from an extensive Ericsson \"Merged Reality\"    study published a few weeks earlier.  <\/p>\n<p>    That study found that 54% of respondents believe VR devices    will become the new screens for video. About the same number    (53%) expect video to be one of the most popular uses for VR.  <\/p>\n<p>    Notably, current \"early adopters\" were significantly more    enthusiastic than survey respondents who \"are planning to use a    headset,\" but the overall optimism is promising for a product    that currently has a very limited footprint. (According to    eMarketer, only 2.9% of Americans now use a VR headset at least    once-per-month, a figure that will grow to just 5.2% by 2019.)  <\/p>\n<p>    Related: Facebook    Dives Deeper Into AR  <\/p>\n<p>    Many analysts still believe that augmented reality -- a more    limited, less expensive approach to content enhancement that    doesn't require special headsets and other gear -- will make    its mark in the mass media well before VR. As an example:    During next month's total solar eclipse, the Weather Channel    will use AR during its all-day coverage to explain the science    of how the eclipse develops.  <\/p>\n<p>    Perhaps even more pertinent: AFacebook group that has    focused on VR for several years this week expanded its name to    \"Virtual and Augmented Reality.\"  <\/p>\n<p><!-- Auto Generated --><\/p>\n<p>Read more: <\/p>\n<p><a target=\"_blank\" rel=\"nofollow\" href=\"http:\/\/www.multichannel.com\/blog\/i-was-saying\/another-promising-week-virtual-reality\/414141\" title=\"Another 'Promising' Week for Virtual Reality - Multichannel News (blog)\">Another 'Promising' Week for Virtual Reality - Multichannel News (blog)<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p> Despite a week of upbeat virtual reality developments, promises and encouragement -- the first Disney-backed Marvel VR game, six Emmy nominations for VR \"experiences,\" an endorsement from a top streaming media packager plus a big (albeit temporary) discount from Oculus-- the outlook for the immersive technology continues to baffle media analysts. The recent string of frothy announcements comes just a few weeks after Ericsson released a generally effusive outlook about VR, especially its value in video programming. So while technology and programming suppliers continue to proclaim VR's looming role in entertainment (as well as in industrial, medical and other professional applications), media operators are still going slow in planning for the bandwidth and transmission requirements that VR will require.  <a href=\"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/virtual-reality\/another-promising-week-for-virtual-reality-multichannel-news-blog.php\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"limit_modified_date":"","last_modified_date":"","_lmt_disableupdate":"","_lmt_disable":"","footnotes":""},"categories":[431592],"tags":[],"class_list":["post-229590","post","type-post","status-publish","format-standard","hentry","category-virtual-reality"],"modified_by":null,"_links":{"self":[{"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/posts\/229590"}],"collection":[{"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/comments?post=229590"}],"version-history":[{"count":0,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/posts\/229590\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/media?parent=229590"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/categories?post=229590"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/tags?post=229590"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}