Creating VR Content With Jim Malcom from HumanEyes

My guest, Jim Malcolm, is an industry expert with more than two decades of imaging and VR product experience. Jim was the President Ricoh Imaging and today is the General Manager of Humaneyes Technologies, the maker of the VUZE 360-degree 3D virtual reality camera. In this episode, we talk for over an hour all about VR and how to create it! If you are interested in creating VR, whether for eLearning or something else, this is the episode for you!

Show Notes

  • You were with Ricoh Imaging launching the Theta camera, tell us about that.
  • You mentioned the Ricoh doesn’t stitch the footage like other cameras do, please explain.
  • Why does the Ricoh Theta V footage sometimes have a red dot in the middle of it?
  • How did you come to HumanEyes?
  • Why is 3D so important for 360-Degree Video inside of a VR experience?
  • What is parallax and how does that affect 3D video?
  • What’s the difference between 360-degree video and 360-degree 3D video?
  • Define and describe the differences between VR, AR and MR.
  • What’s the difference between 360-degree video and VR video?
  • Tell us about the VUZE 360-Degree 3D camera.
  • What is Ambisonics audio?
  • What’s the 4th screen? And what are the 3 other screens?
  • What’s the difference between a 4K 360-degree video and the actual viewport resolution the viewer sees?
  • What is UHD and how’s that different from 4K?
  • What’s the screen door effect?
  • How does the glass in your HMD that’s between your eyes and the screen affect image quality?
  • How can we introduce motion into VR without causing motion sickness?
  • How do we get people to adapt VR?
  • Is VR a “feeling technology? How can users “let go” and experience VR?
  • Is state of VR today like the Internet was back in ‘94 and ‘95?
  • How will VR change in the future and how will AI (Artificial Intelligence) affect the experience?
  • How can VR be used to help the handicapped and even as therapy?
  • What is the difference between refresh rates and frame rates and how do they affect VR?
  • How much computing power do we need today to run VR?
  • What’s a GPU and why is it important for VR?
  • What is haptic feedback and how can we implement that into our VR experience?
  • How is storytelling different from all other mediums when it comes to writing the story?
  • What’s the role of the director in a VR experience?
  • What’s the difference between Ambisonic audio and 3D audio?
  • Explain what game engines are, which ones are available and how we can use them to create VR experiences.
  • How can you use game engines, such as Unity, to enhance the post-production process of 360 video?
  • What kind of infrastructure do you need to shoot and edit VR video?
  • How much data storage do you need for 360-degree 3D video?
  • Explain your workflow when shooting 360-degree video. What do you recommend?
  • With each HMD having their own API, how do we create content that works across all HMDs?
  • What’s the potential of VR?
  • What about working inside of VR? Is that the future?
  • What are your thoughts about VR and eLearning?

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