{"id":190718,"date":"2017-05-02T23:04:22","date_gmt":"2017-05-03T03:04:22","guid":{"rendered":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/augment-virtual-technology-boosts-storytelling-and-revenue-streams-variety\/"},"modified":"2017-05-02T23:04:22","modified_gmt":"2017-05-03T03:04:22","slug":"augment-virtual-technology-boosts-storytelling-and-revenue-streams-variety","status":"publish","type":"post","link":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/virtual-reality\/augment-virtual-technology-boosts-storytelling-and-revenue-streams-variety\/","title":{"rendered":"Augment, Virtual Technology Boosts Storytelling and Revenue Streams &#8211; Variety"},"content":{"rendered":"<p><p>    An alphabet soup of tech acronyms is on Hollywoods menu these    days, with VR and AR as the specials du jour. Those outside    interactive media can be forgiven for not knowing how virtual    reality and augmented reality will impact their businesses. But    figuring this out is crucial for animation producers, whose    pint-sized audiences are fluent with smartphones and other    devices.  <\/p>\n<p>    Theyre better at it than most adults, says Cartoon Network president    Christina Miller. And they expect their brands of choice to be    available wherever and whenever they want. To be part of    our audiences habits, were multi-platform by design.  <\/p>\n<p>    Miller notes the networks new OK K.O.! Lets Be Heroes is    launching both as a show and console game, and theyre    developing VR experiences for Adventure Time. The companys    Adult Swim channel is programming VR for the Oculus and Vive    headsets, but producing animated content for pricey hardware    will take time. It will be the Wild West for a while, says    Miller. Were emphasizing experimentation so that were ready    when it IS a vibrant business.  <\/p>\n<p>    Likely to have more imminent impact is augmented reality,    especially with Facebook and Snapchat encouraging users to add    digital images to real-world scenes. As Miller says: AR has    been around a while, but then it got married to Pokemon. Never    underestimate the power of a meaningful brand married to    technology at the right time.  <\/p>\n<p>    Nickelodeon Group president Cyma    Zarghami admits, As a parent, when Snapchat arrived, my first    instinct was game over. Since then, Ive realized its an    exciting opportunity. We need to understand what the    implications will be for our audiences.  <\/p>\n<p>    Toward that end, Nickelodeon has launched the Entertainment    Lab, headed by senior VP Chris Young. Ive spent a lot of time    in kids animation, says Young. I see a future where we can    apply things that were budgetarily or technically out of reach    just a few years ago.  <\/p>\n<p>    One of the Labs demos is a virtual puppet show using the star    of Nicks The Loud House. As Zarghami says, Theyve used a    game engine to create a 2D puppet of Lincoln Loud that can     through an Adobe character animator  host Saturday mornings    for us. We can manipulate his arms, legs and mouth, and he can    talk about anything in real time. We just have to bring    in voice talent, we dont have to ship it to Asia for    animation. Its a small application that Chris Youngs group    has created, and there will be many more.  <\/p>\n<p>    Promotional uses for these technologies are already emerging.    Sony Pictures Animation has an interactive piece for Smurfs:    The Lost Village running on Microsofts HoloLens platform,    which allows kids to interact with virtual Smurfs.  <\/p>\n<p>    It brings characters out of movie theaters and into homes,    says Sony Pictures Animation senior VP Mike Moon. He    notes that the Motiongate theme park in Dubai has a Hotel    Transylvania AR experience, and expects there will be AR and VR    associated with The Emoji Movie. There are marketing    opportunities even while these technologies are in their    infancy.  <\/p>\n<p>    Moon says the greatest penetration remains on mobile devices.    There are so many AR experiences that run on cellphones    now. Thats the linchpin that brings it to the masses.  <\/p>\n<p>    Fully immersive, headset-based VR is also being explored at    studios as a creative production tool. At DreamWorks    Animation, senior technologist Manny Francisco says: We have a    lab where artists work in VR to understand how to draw or    sculpt using VR tools. They can do previs or layout    interactively. Its a good mechanism to take 2D storyboards and    translate them into 3D space.  <\/p>\n<p>    One point on which technologists agree is that more and more    animation will be created using real-time tools. And new    software companies are emerging to meet that need. Former    Pixar animator Tom    Sanocki, who founded Limitless VR, is finding that even non-VR    creatives are interested in his software. Theres definitely a    way to hedge your bets by building something in VR, even if    youre not ready to use VR as a delivery medium.  <\/p>\n<p>    Even such production studios as Bento Box, creators of Bobs    Burgers, are anticipating the time when a business model will    emerge to move these technologies past the expensive R&D    phase. As CEO Scott Greenberg says: Animation has a leg up in    VR and AR. Were building worlds anyway.  <\/p>\n<p><!-- Auto Generated --><\/p>\n<p>Read this article: <\/p>\n<p><a target=\"_blank\" rel=\"nofollow\" href=\"http:\/\/variety.com\/2017\/digital\/news\/vr-ar-boost-storytelling-1202407438\/\" title=\"Augment, Virtual Technology Boosts Storytelling and Revenue Streams - Variety\">Augment, Virtual Technology Boosts Storytelling and Revenue Streams - Variety<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p> An alphabet soup of tech acronyms is on Hollywoods menu these days, with VR and AR as the specials du jour. Those outside interactive media can be forgiven for not knowing how virtual reality and augmented reality will impact their businesses. But figuring this out is crucial for animation producers, whose pint-sized audiences are fluent with smartphones and other devices.  <a href=\"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/virtual-reality\/augment-virtual-technology-boosts-storytelling-and-revenue-streams-variety\/\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":5,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[187744],"tags":[],"class_list":["post-190718","post","type-post","status-publish","format-standard","hentry","category-virtual-reality"],"_links":{"self":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/190718"}],"collection":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/users\/5"}],"replies":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/comments?post=190718"}],"version-history":[{"count":0,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/190718\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/media?parent=190718"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/categories?post=190718"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/tags?post=190718"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}