What content is sufficient for a meta world?

金色财经 view 41220 2021-12-16 09:36
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The road to success has to be rebuilt, but it requires good equipment.

On April 23, 2005, Jawed Karim Jawed Karim posted a 19 second video on a website created by him and his partner. The video, “I'm in the zoo,” shows Jia De standing next to the elephant in the zoo and looking at the camera saying, “The elephant has a very long” and “cool” body.

Looking back, the video is amazing, but that doesn't stop The Los Angeles Times from commenting after it "changed the way people use media." Jia De-created's website is called YouTube, which was acquired by Google a year later for $ 1.65 billion and will become the world's largest UGC video website.

However, in 2005, in the days before the popularity of cellphones, the YouTube team visited the user's home to help users download videos, get other people to record the video. and send it back to the company for download. It is a very difficult digital format.

Instagram, meanwhile, was launched in 2010, in tune with the advent of smartphones, downloading videos and sharing new memories, and live. For a short time, Instagram was popular and attracted many listeners. You can buy it at a guaranteed price on Facebook with many users.

什么样的内容 才够元宇宙?

Image content has become the mainstay of social media with the popularity of smartphone cameras | Pixabay

The popularity of smartphones and cameras has made it easy for ordinary users to share the details of the photos they have taken, hampering the success of social media platforms and photo and video sharing sites.

Now the "meta-universe" area faces the same issues as previous VRs when content was scarce, especially without the appearance of C-end devices and apps, resulting in a shortage of 3D content. 'UGC. Online mobile experience has shown that it is not possible to support a sufficiently large platform without sufficient UGC content.

On the content side, the VR industry, forerunner of the craze for meta-space, has taken the plunge. However, it was ultimately abandoned. On the other hand, native 3D content and games created with expert 3D software have become the backbone of VR content. And that difference seems to be related to the fiery meta world now.

The camera falls before the meta edge

In 2015, in Los Angeles, USA, a beautiful girl screamed and ran across a luminous river following strange objects. This is not the 'City of Angels' criminal case, but the Asian Lin Yibin. This is not the new sequel to 'Fast and Furious', but a VR short film that will be shown on Google. Developer Meeting - - "Help!"

This short film about a girl and a foreign story is sponsored by Google's Spotlight Stories. Born from Motorola's advanced ATAP technology and projects, this small group is tasked with collaborating with artists. The production was not yet known to the public at the time. VR content. Obviously, because Spotlight Stories is based in California, they picked “Bonanza” from Hollywood, which has a lot of money for movies and TV shows.

什么样的内容 才够元宇宙?

Lin Yibin “help! »Movie location | BackChannel

"To help!" The bright camera is not the Allai camera you see in Hollywood, but one of the 4 Red Dragon and fisheye lenses. This internal design of a strange machine with rocker arms and cables is what the crew calls it. It is a "spider".

VR video, also known as 360 video, is difficult to shoot. One needs to capture the images at the top, bottom, left and right of the camera after “stitching” a 360 degree video, and on the other hand, the machine looks like a “spider side” which happened because neither the director nor the photographer. can stand behind the camera.

"To help!" set the standard for VR video with an investment of over ten million dollars, when Hollywood saw the allure of VR as a powerful device and was designed to be the advertising tool of Hollywood companies a few years later , took the real light. Let practitioners think that creating content using traditional cameras to do this may relate to new media such as virtual reality.

Of course, it's not just Google, but also Oculus, the competitor, fell into the trap. Camera Hardware Finally, the result is the same as Nokia's OZO, released around the world to have a beautiful back.

At the stage of content development, traditional narrative content for movies and television faces significant challenges in the age of virtual reality. Free visitor surveys are no longer a chore. Developers involved in virtual reality film and television productions face many questions. What role does the camera play for the audience? How to make your audience forget your story and your actions? I have no idea what the goal is, so how do I fix it?

At the same time, 360-degree video content cannot satisfy users' “fantasy” of virtual reality. For those new to VR, the feeling is really different when they turn their heads to see the images around them, especially when there are good 3D images. However, once you get used to VR, the support that simple video content can provide may be limited. The reason 360 degree video is three degree independence content, that is, users can only see 360 ​​degree from certain places in space, cannot walk there, and no avatar or self, which is quite. Confuses.

什么样的内容 才够元宇宙?

360 degree camera from Samsung, Nikon, Ricoh, etc. | YouTube

Camera companies like GoPro, Ricoh, and Nikon launched consumer 360-degree cameras later in the year, but poor consolidation and low prices kept users who already own cellphones from carrying around. multiple 360 ​​degree cameras. Dual camera facial recognition has also fallen into conventional cellphone lenses.

Of course, most importantly, 360 video content cannot make money from a platform like regular video because it doesn't require “Krypton” like VR games and numbers. VR users can't support streaming, and regular teams can. use only one. Support for the project is ongoing. Finally, as the virtual reality industry slowly bottomed out in 2017, the 360-degree video industry is also in decline and becoming lifeless.

The failure of 360-degree video is, of course, a problem in the VR industry, but in existing technology, content is created in one way or another. The way the camera captures reality is not compatible with the new VR support. On the other hand, native 3D content represented by VR games has started to become the “mainstay” of VR.

The 3D content is "top stream" but still no tools.

While the traditional lens of capturing reality in VR is disrupted, the 3D racing content represented by the game has become a staple of VR platforms, and the other will become the main theme of the future meta-world.

Lin Yibin's help! Among the manufacturers of 2nd generation Oculus Rift DK equipment, the most popular are the “Big Pendulum” and the roller coaster. These experiments led to severe attacks on the user's brain "vesicular" system to leave deep thoughts or mental shadows without paying attention to images and design. .

Yang Dong, COO of Unity Greater China, made it clear that his first game with the Oculus DK2 brought in by the United States was skiing. Enough. It can be both. Yes, the result is "dizziness".

Yang Dong introduced the device to his preschoolers after Oculus released the consumer Rift CV1 a few years later, and he didn't expect to let kids enjoy virtual reality. The best 'roller coaster' experience for kids.

什么样的内容 才够元宇宙?

The most popular content in the early days of virtual reality was roller coasters | YouTube

The early VR users were like children and had a close relationship with VR games. Because, in a sense, most early adopters are fans of in-depth game developers and VR content as game developers. That's why developer meetings for two big game consoles - Unity and Unreal - are great opportunities for VR developers as well. Yang Dong also remembers bringing hundreds of boxes of VR glasses with his team to provide VR experiences for game developers.

Compared to 360-degree video, VR games and advanced experience allow users to move around the game and simply interact with the objects and characters in the game. Only having a dual 3D avatar user understanding. This is why traditional 3D content, like games, has become the main platform for virtual reality and has started to help a few studios generate millions of dollars in revenue, but the number of virtual reality users at the time shock.

Zhou Xudong, co-founder of Sandman Studios, which once focused on the design and distribution of VR content, believes that there must be both realistic and native 3D content, the same as video and VR content. for movies and television. The latter is more demanding in the production process, which facilitates intermediate development, so 3D content can always be larger.

The "Vast" product, now developed by Sandman Studios Group, allows the creation of virtual VR shows and theaters for audiences and professional groups, while also allowing DJs, stage control devices, to control the levels affected in the virtual world. It is a similar task, but the rewards that can be obtained in the virtual world are several times higher than in the real world.

什么样的内容 才够元宇宙?

Sandman's "Daqian" virtual stage effect | Sandman Studio

However, it is still too early for general users to create 3D content using professional software and engines like 3D MAX, MAYA and Unity. Yang Dong believes that in the short term, there will be no tools that will allow the average user to create 3D content with one click, such as taking pictures with a pocket camera. . However, in some verticals, the team can bring the power of advanced tools to the cloud, and the secondary application can be handy for end users.

Moreover, the popularity of many virtual idols and 2D social apps today confirms this fact. Yang Dong believes that instead of creating virtual objects, the first thing people want in virtual reality is people themselves. "Anyone can create their own virtual anchor, haul goods, or do whatever they want."

In the case of the Metaverse, Yang Dong thinks that he is not becoming a reality, but "enters a little into human life". The effect of the pattern released on the body parts of the cell phone. The concept of meta-world can make real-time making of 3D content popular on a large scale.

Yang Dong said, “When the internet first came out, just like when everyone emailed and did QQ, the internet really helped people's lives and made a difference. "

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