{"id":41966,"date":"2023-10-20T15:17:46","date_gmt":"2023-10-20T15:17:46","guid":{"rendered":"http:\/\/startupsmart.test\/2023\/10\/20\/google-jump-gopro-and-youtube-360-have-virtual-reality-pushing-towards-the-mainstream-startupsmart\/"},"modified":"2023-10-20T15:17:46","modified_gmt":"2023-10-20T15:17:46","slug":"google-jump-gopro-and-youtube-360-have-virtual-reality-pushing-towards-the-mainstream-startupsmart","status":"publish","type":"post","link":"https:\/\/www.startupsmart.com.au\/uncategorized\/google-jump-gopro-and-youtube-360-have-virtual-reality-pushing-towards-the-mainstream-startupsmart\/","title":{"rendered":"Google Jump, GoPro, and YouTube 360 have virtual reality pushing towards the mainstream – StartupSmart"},"content":{"rendered":"
Above: GoPro’s Jump-ready 360 camera array uses HERO4 camera modules and allows all 16 cameras to act as one.<\/em><\/span><\/p>\n <\/p>\n Key announcements by Google at its annual Google I\/O developer conference have put virtual reality on the cusp of going mainstream, according to two key figures in the Australian virtual reality community.<\/p>\n <\/p>\n During the conference, Google unveiled a new virtual reality ecosystem known as Jump, as well as new camera arrays that can capture 360-degree vision, and streaming stereoscopic virtual reality videos on YouTube.<\/p>\n <\/p>\n Virtual Reality Ventures managing director Stefan Pernar told StartupSmart<\/i> the commodification of virtual reality is likely to happen over the next 12 to 18 months.<\/p>\n <\/p>\n \u201cThe big news from Google I\/O is a virtual reality targeted Go Pro rig, one in a six-camera version and one in a 16-camera version, along with the Jump initiative. There\u2019s also a set of assembly tools that allows you to stitch the thing together and extract 3D info from a range of perspectives,\u201d Pernar says.<\/p>\n <\/p>\n Pernar says that creating and sharing a virtual reality experience will soon be as easy as buying a GoPro rig and uploading the video clip on to YouTube 360.<\/p>\n <\/p>\n He also points out that a string of consumer virtual reality headsets are set to hit the market in late 2015 and the first half of 2016, including Sony Morpheus, the HTC\/Valve device and the consumer version of Facebook\u2019s Oculus Rift. Samsung is also likely to heavily push its Gear VR headset in the lead-up to Christmas.<\/p>\n <\/p>\n \u201cThat\u2019s what Facebook buying Oculus was all about \u2013 sharing your user-created virtual reality experience with your family and friends on Facebook,\u201d Pernar says.<\/p>\n <\/p>\n \u201cThe landscape is changing. Virtual reality company\u2019s focus will not so much be on stitching video together. That problem has been solved.<\/p>\n <\/p>\n \u201cInstead, they will need to add value, in the form of interactive and value added content.\u201d<\/p>\n <\/p>\n According to Pernar, creating more professional virtual reality shoots is a potential growth opportunity for virtual reality producers.<\/p>\n <\/p>\n \u201cThe smartphone camera in your pocket is now better than the cameras used to shoot Star Wars<\/i>. So why doesn\u2019t everyone just whip out their phone and shoot Star Wars<\/i>? It\u2019s not just a matter of hardware \u2013 there\u2019s also cinematography.<\/p>\n <\/p>\n \u201cA year ago, virtual reality was just a tech process. Even simple, stationary shots were state-of-the-art. Now you need to manage movement.\u201d<\/p>\n <\/p>\n