April 7 - 12, 2018 | Exhibits April 9 - 12 Las Vegas Convention Center

Immersive

Immersive

Immersive

immersive experiences and The M.E.T. Effect℠

Virtual reality is bringing the world rich, digital media.

The development of virtual reality technology has breathed life into all of our creative dreams. Content creators can guide a viewer through an immersive experience with nearly unlimited potential, and transport the consumer to a place in this world or any other.  Virtual reality is unique from other forms of media in that the consumer's attention is completely and solely focused on the experience, leaving a lasting and powerful impression. Its applications are being applied to both business and pleasure experiences and is a significant part of the future in media and entertainment.

Join the Game Developers, Network Executives, Advertising Agencies, Online Media Channels, App Developers and professionals in the business of immersive experiences, dream up new worlds and new applications for this rich digital media.

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Attractions and Pavilions

Spotlight Sessions

Virtual Reality and 360 degree video have truly come into their own this year with a huge presence at major live events including Super Bowl 50. VR and 360 degree represents the next content revolution for broadcasters. LiveU, a leader in live video acquisition, management, and distribution has a pulse on the emerging technology, its impact on the broadcast industry, and integration into broadcast workflows. Daniel Pisarski, a seasoned live video expert, will examine the organizations embracing VR, 360 degree and live video; organizations shooting/filming in this new format and why?; how the technology is being use; who isn't onboard?; why the technology hasn't been readily adopted yet?; And how this technology affects and integrates with broadcast technology. Dan will share case studies featuring companies pushing the envelope to blend traditional broadcast, online media and VR to engage with audiences. He'll also share best practices for adding new technology to your broadcast strategy and what you need to consider to ensure high resolution, great quality, and reliability. VR, 360 and live video offer a new paradigm for storytelling. Readers will learn how they can be part of this revolution.

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Millions of Virtual Reality and Augmented Reality (VR/AR) devices have been viewed by 10's of millions of eyeballs for 10's of millions of hours, with many predicting it will be a $20 billion mainstream industry by 2020. The technology is creating experiences so revolutionary, it's fundamentally changing the way we think about many creative, production, post-production, and distribution activities. In this session, we'll discuss experiences of filmmakers starting to create VR/AR content. And we'll give you a brief introduction to Artificial Intelligence and Deep Learning and talk about how these cutting-edge fields of innovation may be able to help overcome some of the biggest challenges presented by these rapidly developing new platforms, among others.

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Join us as we walk through the steps for audio production and finishing in VR and 360 Video environments. Learn best practices for recording in the field and finishing in your DAWs. Tools demonstrated will be Facebook360, YouTube, Reaper, Pro Tools, and Dolby VR. Work Flow in and out of your NLE will be discussed. Middle Ware tools will be saved for a future class.

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There is a ton of investment in virtual reality, but it's still very early days and it's hard to predict how things will play out. According to CB Insights, VR and AR (augmented reality) startups raised $658 million in 2015, and Pitchbook estimates the industry has raised $4 billion since 2010. What has to happen in order for VR to be the next big thing? What are some of the pitfalls VR has to avoid so it's not a flop like 3D? This discussion will focus on all aspects of the VR ecosystem – hardware, services, business models and content.

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This session will take a look at current virtual reality workflows as it applies to the fields of news and journalism . We will explore real world case studies within the ever adapting space and how you can become better equipped to navigate through it.

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Stereo audio in cinema was demonstrated in the mid-1930's and a variety of stereo and multi-channel formats were utilized beginning in the 1950's, although most movies were released with a mono soundtrack. Dolby Stereo debuted in 1975, followed 17 years later by Dolby Digital 5.1. When Digital Cinema launched in the early 2000's it utilized a discrete 5.1 mix. Several years later 7.1 was added as a format, and in 2012 Dolby Atmos immersive audio began to be deployed in cinemas around the world. Barco AuroMax and DTS:X have entered the market as alternative immersive audio solutions. How do audio mixers create content that serves this diverse exhibition environment and what does the future hold?

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Immersive and 360° video content is increasingly popular with content creators. While VR headsets are the trendsetters, the main platform for 360° consumption is still the tablet/smartphone. Currently the main device for video content consumption – the home television set – cannot easily provide 360° content, as TVs, unlike other devices with software based video players, provide no means for transforming the video geometry, Future TV sets will doubtlessly address this issue – but why wait? The combination of Smart TVs (in Europe typically HbbTV) based with short, pre-rendered video segments, delivered via broadband and controlled using the DASH protocol for segment selection, can provide a high-quality 360° video experience on a regular connected television set or set-top box. As a 'side effect', transferring only the video content that will be visible to the user at home addresses the bandwidth problem of immersive video, where about 90% of the video streamed to the user will be disregarded at the client device, limiting the quality of the video content that can be presented to the viewer over a given connection.

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Virtual Reality (VR) applications typically require very high bandwidth (at least 15 Mbps to 20 Mbps) while providing questionable video quality. This is because while the user sees only a small part of the panorama (about 12 to 15 percent), the full panorama still needs to be provided to the user. This paper summarizes the state-of-the-art in VR streaming, detailing how TiledVR streaming technology can reduce bandwidth requirements by an order of magnitude while at the same time improving video quality. This is achieved by dividing the picture into "tiles" and streaming only those tiles that users actually see in their head-mounted display (HMD). The major challenge for any selective VR streaming technology is motion-to-photon delay. Using a combination of selective tile transfer, a low-resolution base layer, smart packaging, and very low-latency protocols, Tiled VR streaming can offer extremely low motion-to-photon delay, even when streaming from existing CDNs. The paper concludes with trade-offs between quality and bitrate, based on field trials and realistic use cases.

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Images created for television are single images, presented in two dimensions with one set of pixels. While newer factors including higher resolution, bit depth and dynamic range, as well as compression (or the lack thereof), are boosting storage requirements for broadcast production, it's in virtual reality (VR) production that media storage takes on a new dimension of importance. The quality of the VR experience depends on how well high-resolution images are mapped and stitched together-positionally and temporally-in a 3D space to create an immersive visual environment. With more cameras capturing these images, the production process requires handling of numerous high-resolution streams in parallel. This presentation will describe the impact of VR workflow on storage and examine how scalable capacity and performance can help facilities realize the powerful workflows necessary to create great VR content. Dave Frederick will be joined by an industry leader in VR production with real-world examples of VR's demands on storage.

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The terms get tossed around, but what do they all mean? Will the technologies stick? We'll explore how to use and take advantage of the growing technologies, uncover how the experiences will look down the road, and discuss the potential revenue strategies.

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Industry leaders at the cutting edge of VR, AR and 360 storytelling share their experiences and challenges. We'll learn about the opportunities for storytelling through this new medium. Bring your questions to this highly interactive discussion.

 

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Stitching is the bane of VR. Take a deep look at the process of using stitching tools, learn what steps you can take to make the stitch easier and faster to create. Learn about the different tools to fix a stitch. Find out about cloud based stitching.

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The Immersive New Media Landscape and the Solutions Needed to Get Us There

Millions of Virtual Reality and Augmented Reality (VR/AR) devices have been viewed by 10's of millions of eyeballs for 10's of millions of hours, with many predicting it will be a $20 billion mainstream industry by 2020. The technology is creating experiences so revolutionary, it's fundamentally changing the way we think about many creative, production, post-production, and distribution activities. In this session, we'll discuss experiences of filmmakers starting to create VR/AR content. And we'll give you a brief introduction to Artificial Intelligence and Deep Learning and talk about how these cutting-edge fields of innovation may be able to help overcome some of the biggest challenges presented by these rapidly developing new platforms, among others.

Learn More