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VR Tech: Audience Experience

INNERDRONE will offer a highly unique experience to audiences.  First, the audience will experience the premium, top quality, live-action drama series in Traditional Framed Media (TFM) such as televisions, tablets, laptops, etc.  This will be similar to any other such series such as Homeland, Game of Thrones, etc.  All scenes from within the point of view (POV) of the battle drones will be seen as the director chooses to allow the audience to see them.  Again, this is like any other such content.

But that is just the beginning.  Any person who is watching INNERDRONE in its TFM format, and who has a VR head mounted display (HMD) such as an Oculus Rift or Samsung Gear VR, will be able to see a host of content that is created just for the VR experience, or Virtual Reality Media (VRM).  This VRM will come anytime one of the characters in the series 'enters' and operates a battle drone.  When that happens on the TFM screen, audiences will know they can put on their HMD and experience the VRM.  They will 'go inside' the battle drone and have full 360 degree spherical view of the live action scenario happening around that drone in the story.  If other such battle drones are visible from the main battle drone's POV, then the audience can 'jump' to the POV of the other drone. 

This live synched content will be fully experienced by someone wearing an HMD, for anyone near that person, they can link their mobile or tablet device to that person's HMD and see what they see.  This is a passive second screen, but allows for greater interaction between co-viewers, and will spur additional HMD purchases so that both persons will have independent immersion capacity within the INNERDRONE story.

Solving All Ten VR Issues

There are ten primary issues currently facing VR technology relative to live-action cinema.  Here we will examine each, and explain why INNERDRONE's structure uniquely addresses each of these ten.  No other storyline concept can claim the same.

1. VR Sickness

Concern over VR sickness due to latency issues is minimized due to the VRM content coming in small doses, that can be increased over the seasons, thus limiting the time the audience is in their HMD.  If they feel queazy, they do not miss any of the primary plot as they can simply watch the TFM as they could if they did not have an HMD.

2. Limited Access to HMDs

If a person doesn't have an HMD (yet) they can still enjoy INNERDRONE and follow the plot on their regular TV or other flat screen device, just as they would for any other such premium series.

3. Comfort re Time within an HMD

The VRM content is presented in limited scenes thus limiting the time the audience is in their HMD.  This can be increased over the episodes, up to an episode in the second season that is entirely within the drones, and thus entirely within the HMD...though even in that circumstance, the plot can be followed in TFM.

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4. Communal Viewing

Concern over the idea that people will disconnect from each other and just watch content in VR is eliminated by the unique structure of INNERDRONE and the technology it utilizes.  By having the show enjoyable in traditional formats, multiple viewers can watch in alongside each other.  And those with HMDs will not be 'in' them for the whole time, and the others can see what the HMD wearers see, by synching their second screen devices. (See image above).  This will not only encourage communal viewing, but also encourage others to purchase an HMD of their own.

5. Low Resolution of Content

Concern over the current limitations of visual quality of presented in the HMD is resolved by working that limitation into the plot of INNERDRONE itself. Thus when HMD technology improves, new 'drones' are also introduced in the story with improved camera capabilities.  Also, the limited time in the HMDs will help assuage these concerns as well.

6. Limited Bandwidths for Streaming VR Content

As the content coming to the HMDs (the VRM content) will come in predictable, scheduled intervals that match with those scenes in the TFM, then those scenes can be pre-buffered and streaming to the HMD during the non-VRM (TFM content only) sections of that episode of INNERDRONE.

7. Difficulty Filming Human Body in VR (under camera)

Due to the limitations of the 360 degree spherical VR camera rigs, it is almost impossible for an actor to wear such a rig on top of themselves, and even if they did, what they audience sees when they look down would nevertheless need to be rendered in CG.  But any rendering in CG in a live-action setting, no matter how photo-realistic in general, doesn't hold up when viewed up close, within inches of the audience (as they would be seeing the body if they looked down).  Not to mention the question of what kind of body, race, gender, etc. would they see.  All of this is of no concern in INNERDRONE, as the camera systems will be the 'heads' of the drones, and thus will capture in live-action filming the 'body' of the drone for the VRM viewer to see when they 'look down'.

8. Challenges of Filming Live Action VR with Multiple 360˙ Camera Rigs

A significant challenge of filming live action VR with multiple cameras is that as each camera captures 360 degrees around it, any other camera will be seen and must be digitally removed from every other camera's footage.  But with INNERDRONE, the camera is concealed within the head of each drone, and thus not only is it acceptable for multiple cameras to be 'visible', it would be expected as each drone can see other drones in the area.

9. Challenges of Introducing VR to the Masses

A problem facing the nascent VR industry is how to make HMD's in demand to audiences far beyond gamers.  INNERDRONE offers a leading, if not the best, method for that widespread introduction as audiences will watch the dramatic series in traditional media, and then be enticed to see all that they are missing such that they will go purchase an HMD.  

10. Challenges of Demonstrating Improved HMD Tech

All tech manufacturers face the challenge of demonstrating their products superior and/or new features as compared with the competition's similar products.  The VR industry will be the same.  INNERDRONE allows for ease of feature and quality comparison as multiple users in the same co-watching environment can swap and compare HMDs.  Further, HMD manufacturers can promote their products through the use of the INNERDRONE VRM.