Presention att 360vr

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AT&T Intro to Cinematic 360 Video & Virtual Reality Join:

New York Tech & Entertainment Workshops & Competitions meetup www.meetup.com/ATT-NY-Tech-Entertainment/ Š 2017 AT&T Intellectual Property. All rights reserved. AT&T, the AT&T logo and all other marks contained herein are trademarks of AT&T Intellectual Property and/or AT&T affiliated companies. All other marks contained herein are the property of their respective owners. Information contained herein is not an offer, commitment, representation or warranty by AT&T and is subject to change. Mention of a specific company or entity is not an endorsement by AT&T.


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AT&T Entertainment Group •VIDEO (DIRECTV & U-VERSE) • 45 million customers, including foreign affiliates

•WIRELESS • 132 million customers

•AT&T Hello Lab - http://att-hellolab.com • We’re making a year of action-packed, friendship-fueled new shows and hosting exclusive experiences... because the more we connect, the better it gets.

•Full Screen - https://www.fullscreen.com • Fullscreen, Inc. is a global network of content creators and brands on YouTube owned by Otter Media, a joint venture of AT&T and The Chernin Group. © 2017 AT&T Intellectual Property. All rights reserved. AT&T, the AT&T logo and all other marks contained herein are trademarks of AT&T Intellectual Property and/or AT&T affiliated companies. All other marks contained herein are the property of their respective owners. Information contained herein is not an offer, commitment, representation or warranty by AT&T and is subject to change. Mention of a specific company or entity is not an endorsement by AT&T.


AT&T Entertainment Group https://developer.att.com • AT&T Entertainment Project Live: short film competitions • AT&T DevLab Workshops (started in 2012): hands-on workshops • AT&T VR AR Hackathons: application building competitions • AT&T Create-a-thons: weekend filmmaking competitions • AT&T Shape: An Entertainment and Technology Expo • Chicago Tech & Entertainment - Workshops & Competitions – https://www.meetup.com/Chicago-DevLab-Coding-Workshops/ © 2017 AT&T Intellectual Property. All rights reserved. AT&T, the AT&T logo and all other marks contained herein are trademarks of AT&T Intellectual Property and/or AT&T affiliated companies. All other marks contained herein are the property of their respective owners. Information contained herein is not an offer, commitment, representation or warranty by AT&T and is subject to change. Mention of a specific company or entity is not an endorsement by AT&T.


AT&T Intro to Cinematic 360 Video & Virtual Reality Instructor Daniel Buchanan Agilibility AR/VR Experience Engineer daniel@agilibility.com Š 2017 AT&T Intellectual Property. All rights reserved. AT&T, the AT&T logo and all other marks contained herein are trademarks of AT&T Intellectual Property and/or AT&T affiliated companies. All other marks contained herein are the property of their respective owners. Information contained herein is not an offer, commitment, representation or warranty by AT&T and is subject to change. Mention of a specific company or entity is not an endorsement by AT&T.


Overview Topics covered in this workshop include: • Introduction to cinematic and real-time 3D virtual reality • Working with 360 still images and interactive virtual tours • 360 imaging cameras, audio and tools • Distribution and sharing of 360 video • Cinematic VR techniques, opportunities, and pitfalls • Creating a basic interactive VR experience © 2017 AT&T Intellectual Property. All rights reserved. AT&T, the AT&T logo and all other marks contained herein are trademarks of AT&T Intellectual Property and/or AT&T affiliated companies. All other marks contained herein are the property of their respective owners. Information contained herein is not an offer, commitment, representation or warranty by AT&T and is subject to change. Mention of a specific company or entity is not an endorsement by AT&T.


What is Virtual Reality? “A computer-generated digital environment that can be experienced and interacted with as if that environment was real.” —The VR Book, 2015 © 2017 AT&T Intellectual Property. All rights reserved. AT&T, the AT&T logo and all other marks contained herein are trademarks of AT&T Intellectual Property and/or AT&T affiliated companies. All other marks contained herein are the property of their respective owners. Information contained herein is not an offer, commitment, representation or warranty by AT&T and is subject to change. Mention of a specific company or entity is not an endorsement by AT&T.


Core Concepts of Modern VR • Head-mounted display • Full immersion • User-affected environment

•[image]

Source: UTKnightCenter / Flickr Creative Commons. © 2017 AT&T Intellectual Property. All rights reserved. AT&T, the AT&T logo and all other marks contained herein are trademarks of AT&T Intellectual Property and/or AT&T affiliated companies. All other marks contained herein are the property of their respective owners. Information contained herein is not an offer, commitment, representation or warranty by AT&T and is subject to change. Mention of a specific company or entity is not an endorsement by AT&T.


The Virtual Reality Continuum

Š 2017 AT&T Intellectual Property. All rights reserved. AT&T, the AT&T logo and all other marks contained herein are trademarks of AT&T Intellectual Property and/or AT&T affiliated companies. All other marks contained herein are the property of their respective owners. Information contained herein is not an offer, commitment, representation or warranty by AT&T and is subject to change. Mention of a specific company or entity is not an endorsement by AT&T.


Alternative Realities • Augmented Reality – Adding on more info – Overlay – Making the unseen-seen – Grounded in real-world Source: https://upload.wikimedia.org/wikipedia/commons/5/5f/Augmented-reality.jpg © 2017 AT&T Intellectual Property. All rights reserved. AT&T, the AT&T logo and all other marks contained herein are trademarks of AT&T Intellectual Property and/or AT&T affiliated companies. All other marks contained herein are the property of their respective owners. Information contained herein is not an offer, commitment, representation or warranty by AT&T and is subject to change. Mention of a specific company or entity is not an endorsement by AT&T.


Alternative Realities • 360 Panoramic Still Images • High-res • Can be done with a single camera

© 2017 AT&T Intellectual Property. All rights reserved. AT&T, the AT&T logo and all other marks contained herein are trademarks of AT&T Intellectual Property and/or AT&T affiliated companies. All other marks contained herein are the property of their respective owners. Information contained herein is not an offer, commitment, representation or warranty by AT&T and is subject to change. Mention of a specific company or entity is not an endorsement by AT&T.


Alternative Realities • 360 Video – Array of cameras capture 360º – Projected on the inside of a sphere – Head controls where you look

***Mike, Can you add a 360 Video you own? 360

People as Places as People. Courtesy of LEVR Studios LLC

© 2017 AT&T Intellectual Property. All rights reserved. AT&T, the AT&T logo and all other marks contained herein are trademarks of AT&T Intellectual Property and/or AT&T affiliated companies. All other marks contained herein are the property of their respective owners. Information contained herein is not an offer, commitment, representation or warranty by AT&T and is subject to change. Mention of a specific company or entity is not an endorsement by AT&T.


Alternative Realities • Fully Virtual Worlds • 3D modeling and animation tools – – – –

3D StudioMax Maya Blender Tiltbrush

Source: http://www.kertgartner.com/making-mixed-reality-vr-trailers-and-videos/ © 2017 AT&T Intellectual Property. All rights reserved. AT&T, the AT&T logo and all other marks contained herein are trademarks of AT&T Intellectual Property and/or AT&T affiliated companies. All other marks contained herein are the property of their respective owners. Information contained herein is not an offer, commitment, representation or warranty by AT&T and is subject to change. Mention of a specific company or entity is not an endorsement by AT&T.


Virtual Reality Then and Now

Holmes Stereoscope circa 1861 Š 2017 AT&T Intellectual Property. All rights reserved. AT&T, the AT&T logo and all other marks contained herein are trademarks of AT&T Intellectual Property and/or AT&T affiliated companies. All other marks contained herein are the property of their respective owners. Information contained herein is not an offer, commitment, representation or warranty by AT&T and is subject to change. Mention of a specific company or entity is not an endorsement by AT&T.

Mattel View-Master circa 1962


Virtual Reality Then and Now 1968 Ivan Sutherland

Š 2017 AT&T Intellectual Property. All rights reserved. AT&T, the AT&T logo and all other marks contained herein are trademarks of AT&T Intellectual Property and/or AT&T affiliated companies. All other marks contained herein are the property of their respective owners. Information contained herein is not an offer, commitment, representation or warranty by AT&T and is subject to change. Mention of a specific company or entity is not an endorsement by AT&T.


Virtual Reality Then and Now • VR arcades popped up in the 80’s • Extremely costly equipment • Lag, lowresolution • But it was cool! Photo source: Dr. Waldern/Virtuality Group - Dr. Jonathan D. Waldern © 2017 AT&T Intellectual Property. All rights reserved. AT&T, the AT&T logo and all other marks contained herein are trademarks of AT&T Intellectual Property and/or AT&T affiliated companies. All other marks contained herein are the property of their respective owners. Information contained herein is not an offer, commitment, representation or warranty by AT&T and is subject to change. Mention of a specific company or entity is not an endorsement by AT&T.


Virtual Reality Then and Now

Š 2017 AT&T Intellectual Property. All rights reserved. AT&T, the AT&T logo and all other marks contained herein are trademarks of AT&T Intellectual Property and/or AT&T affiliated companies. All other marks contained herein are the property of their respective owners. Information contained herein is not an offer, commitment, representation or warranty by AT&T and is subject to change. Mention of a specific company or entity is not an endorsement by AT&T.


Virtual Reality Then and Now • • • • • • •

Oculus Rift HTC Vive PSVR Haptics Hololens Meta GearVR

Creative Commons / Bago Games © 2017 AT&T Intellectual Property. All rights reserved. AT&T, the AT&T logo and all other marks contained herein are trademarks of AT&T Intellectual Property and/or AT&T affiliated companies. All other marks contained herein are the property of their respective owners. Information contained herein is not an offer, commitment, representation or warranty by AT&T and is subject to change. Mention of a specific company or entity is not an endorsement by AT&T.


360° Still Images & Interaction

Š 2017 AT&T Intellectual Property. All rights reserved. AT&T, the AT&T logo and all other marks contained herein are trademarks of AT&T Intellectual Property and/or AT&T affiliated companies. All other marks contained herein are the property of their respective owners. Information contained herein is not an offer, commitment, representation or warranty by AT&T and is subject to change. Mention of a specific company or entity is not an endorsement by AT&T.


Lab #1: 360º Still Images Goals: • Gain a basic understanding of how to create a simple VR experience using 360 still images • Add interactive elements (hotspots, portals, and directional sound) to create a virtual tour.

© 2017 AT&T Intellectual Property. All rights reserved. AT&T, the AT&T logo and all other marks contained herein are trademarks of AT&T Intellectual Property and/or AT&T affiliated companies. All other marks contained herein are the property of their respective owners. Information contained herein is not an offer, commitment, representation or warranty by AT&T and is subject to change. Mention of a specific company or entity is not an endorsement by AT&T.


360 Imaging Equipment & Tools

Š 2017 AT&T Intellectual Property. All rights reserved. AT&T, the AT&T logo and all other marks contained herein are trademarks of AT&T Intellectual Property and/or AT&T affiliated companies. All other marks contained herein are the property of their respective owners. Information contained herein is not an offer, commitment, representation or warranty by AT&T and is subject to change. Mention of a specific company or entity is not an endorsement by AT&T.


360 Imaging Equipment & Tools • Cameras & Technique • Software • Audio Considerations • Distribution & Consumption

© 2017 AT&T Intellectual Property. All rights reserved. AT&T, the AT&T logo and all other marks contained herein are trademarks of AT&T Intellectual Property and/or AT&T affiliated companies. All other marks contained herein are the property of their respective owners. Information contained herein is not an offer, commitment, representation or warranty by AT&T and is subject to change. Mention of a specific company or entity is not an endorsement by AT&T.


360 Camera Gear

Š 2017 AT&T Intellectual Property. All rights reserved. AT&T, the AT&T logo and all other marks contained herein are trademarks of AT&T Intellectual Property and/or AT&T affiliated companies. All other marks contained herein are the property of their respective owners. Information contained herein is not an offer, commitment, representation or warranty by AT&T and is subject to change. Mention of a specific company or entity is not an endorsement by AT&T.


360 Camera Gear • DSLR 360 camera array • Low-light performance • 6K+ • Capable of high framerate capture

© 2017 AT&T Intellectual Property. All rights reserved. AT&T, the AT&T logo and all other marks contained herein are trademarks of AT&T Intellectual Property and/or AT&T affiliated companies. All other marks contained herein are the property of their respective owners. Information contained herein is not an offer, commitment, representation or warranty by AT&T and is subject to change. Mention of a specific company or entity is not an endorsement by AT&T.


Mind the Seam Primary Action

Š 2017 AT&T Intellectual Property. All rights reserved. AT&T, the AT&T logo and all other marks contained herein are trademarks of AT&T Intellectual Property and/or AT&T affiliated companies. All other marks contained herein are the property of their respective owners. Information contained herein is not an offer, commitment, representation or warranty by AT&T and is subject to change. Mention of a specific company or entity is not an endorsement by AT&T.


360 Camera Gear

Š 2017 AT&T Intellectual Property. All rights reserved. AT&T, the AT&T logo and all other marks contained herein are trademarks of AT&T Intellectual Property and/or AT&T affiliated companies. All other marks contained herein are the property of their respective owners. Information contained herein is not an offer, commitment, representation or warranty by AT&T and is subject to change. Mention of a specific company or entity is not an endorsement by AT&T.


360 Camera Gear • Match the camera for the setting or scene – Near vs. far action • Rely on consumer-end cameras and tools for rapid prototyping, location scouting, planning – Learn the language of VR before you invest • Understand the mechanics of the gear (like Parallax) • Whatever you invest in today may be obsolete within the year © 2017 AT&T Intellectual Property. All rights reserved. AT&T, the AT&T logo and all other marks contained herein are trademarks of AT&T Intellectual Property and/or AT&T affiliated companies. All other marks contained herein are the property of their respective owners. Information contained herein is not an offer, commitment, representation or warranty by AT&T and is subject to change. Mention of a specific company or entity is not an endorsement by AT&T.


Parallax “…displacement or difference in the apparent position of an object viewed along two different lines of sight.”

• You can either stitch near OR far…but not both.

© 2017 AT&T Intellectual Property. All rights reserved. AT&T, the AT&T logo and all other marks contained herein are trademarks of AT&T Intellectual Property and/or AT&T affiliated companies. All other marks contained herein are the property of their respective owners. Information contained herein is not an offer, commitment, representation or warranty by AT&T and is subject to change. Mention of a specific company or entity is not an endorsement by AT&T.


Stabilization • Monopod vs. Tripod – this is where parallax helps • Dolly shots (use caution) • Hand-held? • Head-mounted? • Keep post production costs in mind

© 2017 AT&T Intellectual Property. All rights reserved. AT&T, the AT&T logo and all other marks contained herein are trademarks of AT&T Intellectual Property and/or AT&T affiliated companies. All other marks contained herein are the property of their respective owners. Information contained herein is not an offer, commitment, representation or warranty by AT&T and is subject to change. Mention of a specific company or entity is not an endorsement by AT&T.


Lighting & Directing • • • • • •

Natural light is your friend Practical Lighting Beware the lens flare The Movement Problem Know your gear Hide under the camera or behind something • Direct remotely (monitor) • Respect the Head

• [360 image looking down]

© 2017 AT&T Intellectual Property. All rights reserved. AT&T, the AT&T logo and all other marks contained herein are trademarks of AT&T Intellectual Property and/or AT&T affiliated companies. All other marks contained herein are the property of their respective owners. Information contained herein is not an offer, commitment, representation or warranty by AT&T and is subject to change. Mention of a specific company or entity is not an endorsement by AT&T.


Lighting & Directing

Š 2017 AT&T Intellectual Property. All rights reserved. AT&T, the AT&T logo and all other marks contained herein are trademarks of AT&T Intellectual Property and/or AT&T affiliated companies. All other marks contained herein are the property of their respective owners. Information contained herein is not an offer, commitment, representation or warranty by AT&T and is subject to change. Mention of a specific company or entity is not an endorsement by AT&T.


360 Image/Video Processing & Software

Š 2017 AT&T Intellectual Property. All rights reserved. AT&T, the AT&T logo and all other marks contained herein are trademarks of AT&T Intellectual Property and/or AT&T affiliated companies. All other marks contained herein are the property of their respective owners. Information contained herein is not an offer, commitment, representation or warranty by AT&T and is subject to change. Mention of a specific company or entity is not an endorsement by AT&T.


360 Image/Video Processing & Software

People as Places as People. Courtesy of LEVR Studios LLC

Š 2017 AT&T Intellectual Property. All rights reserved. AT&T, the AT&T logo and all other marks contained herein are trademarks of AT&T Intellectual Property and/or AT&T affiliated companies. All other marks contained herein are the property of their respective owners. Information contained herein is not an offer, commitment, representation or warranty by AT&T and is subject to change. Mention of a specific company or entity is not an endorsement by AT&T.


360 Image/Video Processing & Software

People as Places as People. Courtesy of LEVR Studios LLC

Š 2017 AT&T Intellectual Property. All rights reserved. AT&T, the AT&T logo and all other marks contained herein are trademarks of AT&T Intellectual Property and/or AT&T affiliated companies. All other marks contained herein are the property of their respective owners. Information contained herein is not an offer, commitment, representation or warranty by AT&T and is subject to change. Mention of a specific company or entity is not an endorsement by AT&T.


360 Image/Video Processing & Software

Š 2017 AT&T Intellectual Property. All rights reserved. AT&T, the AT&T logo and all other marks contained herein are trademarks of AT&T Intellectual Property and/or AT&T affiliated companies. All other marks contained herein are the property of their respective owners. Information contained herein is not an offer, commitment, representation or warranty by AT&T and is subject to change. Mention of a specific company or entity is not an endorsement by AT&T.


Post Production & Graphics • It’s getting easier – Skybox (Mettle) – Adobe – GoPro

• [India graphic]

© 2017 AT&T Intellectual Property. All rights reserved. AT&T, the AT&T logo and all other marks contained herein are trademarks of AT&T Intellectual Property and/or AT&T affiliated companies. All other marks contained herein are the property of their respective owners. Information contained herein is not an offer, commitment, representation or warranty by AT&T and is subject to change. Mention of a specific company or entity is not an endorsement by AT&T.


Post Production & Graphics (Nadir Fix)

Š 2017 AT&T Intellectual Property. All rights reserved. AT&T, the AT&T logo and all other marks contained herein are trademarks of AT&T Intellectual Property and/or AT&T affiliated companies. All other marks contained herein are the property of their respective owners. Information contained herein is not an offer, commitment, representation or warranty by AT&T and is subject to change. Mention of a specific company or entity is not an endorsement by AT&T.


Spatial Audio • Audio is an important cue to experience – You can get by with poor video quality, but poor audio almost always ruins a film • More important than traditional media – Viewer as director – Audio cues lead user to visual discovery • Level of Immersion – Headphones – Earbuds © 2017 AT&T Intellectual Property. All rights reserved. AT&T, the AT&T logo and all other marks contained herein are trademarks of AT&T Intellectual Property and/or AT&T affiliated companies. All other marks contained herein are the property of their respective owners. Information contained herein is not an offer, commitment, representation or warranty by AT&T and is subject to change. Mention of a specific company or entity is not an endorsement by AT&T.


Spatial Audio “Ambisonics: a full-sphere surround sound technique. in addition to the horizontal plane, it covers sound sources above and below the listener”

• Ambisonic Microphone • Tetrahedral microphone • Soundfield Microphone

Source: https://en.wikipedia.org/wiki/Ambisonics © 2017 AT&T Intellectual Property. All rights reserved. AT&T, the AT&T logo and all other marks contained herein are trademarks of AT&T Intellectual Property and/or AT&T affiliated companies. All other marks contained herein are the property of their respective owners. Information contained herein is not an offer, commitment, representation or warranty by AT&T and is subject to change. Mention of a specific company or entity is not an endorsement by AT&T.


Distribution YouTube FaceBook Vimeo Jaunt Littlstar SamsungVR WebVR Vrideo GoPro

•[screen grab]

Š 2017 AT&T Intellectual Property. All rights reserved. AT&T, the AT&T logo and all other marks contained herein are trademarks of AT&T Intellectual Property and/or AT&T affiliated companies. All other marks contained herein are the property of their respective owners. Information contained herein is not an offer, commitment, representation or warranty by AT&T and is subject to change. Mention of a specific company or entity is not an endorsement by AT&T.


Consumption

Š 2017 AT&T Intellectual Property. All rights reserved. AT&T, the AT&T logo and all other marks contained herein are trademarks of AT&T Intellectual Property and/or AT&T affiliated companies. All other marks contained herein are the property of their respective owners. Information contained herein is not an offer, commitment, representation or warranty by AT&T and is subject to change. Mention of a specific company or entity is not an endorsement by AT&T.


Sharing 360 Video

Š 2017 AT&T Intellectual Property. All rights reserved. AT&T, the AT&T logo and all other marks contained herein are trademarks of AT&T Intellectual Property and/or AT&T affiliated companies. All other marks contained herein are the property of their respective owners. Information contained herein is not an offer, commitment, representation or warranty by AT&T and is subject to change. Mention of a specific company or entity is not an endorsement by AT&T.


Lab #2: Sharing 360 Video Goals: • Learn how to upload and share a 360 video

Š 2017 AT&T Intellectual Property. All rights reserved. AT&T, the AT&T logo and all other marks contained herein are trademarks of AT&T Intellectual Property and/or AT&T affiliated companies. All other marks contained herein are the property of their respective owners. Information contained herein is not an offer, commitment, representation or warranty by AT&T and is subject to change. Mention of a specific company or entity is not an endorsement by AT&T.


Cinematic VR / 360° Video

Š 2017 AT&T Intellectual Property. All rights reserved. AT&T, the AT&T logo and all other marks contained herein are trademarks of AT&T Intellectual Property and/or AT&T affiliated companies. All other marks contained herein are the property of their respective owners. Information contained herein is not an offer, commitment, representation or warranty by AT&T and is subject to change. Mention of a specific company or entity is not an endorsement by AT&T.


“[Virtual reality] connects humans to other humans in a profound way I’ve never before seen in any other form of media, and it can change people’s perception of each other...” - Chris Milk

© 2017 AT&T Intellectual Property. All rights reserved. AT&T, the AT&T logo and all other marks contained herein are trademarks of AT&T Intellectual Property and/or AT&T affiliated companies. All other marks contained herein are the property of their respective owners. Information contained herein is not an offer, commitment, representation or warranty by AT&T and is subject to change. Mention of a specific company or entity is not an endorsement by AT&T.


VR is a New Language

Š 2017 AT&T Intellectual Property. All rights reserved. AT&T, the AT&T logo and all other marks contained herein are trademarks of AT&T Intellectual Property and/or AT&T affiliated companies. All other marks contained herein are the property of their respective owners. Information contained herein is not an offer, commitment, representation or warranty by AT&T and is subject to change. Mention of a specific company or entity is not an endorsement by AT&T.


Why Storytelling in VR? • Applications • Impact • Immersion • Presence • Perspective • Connection, empathy • Experience • Analytics

•[photo of kid reaction]

Photo courtesy of: WildEyes / LEVR Studios © 2017 AT&T Intellectual Property. All rights reserved. AT&T, the AT&T logo and all other marks contained herein are trademarks of AT&T Intellectual Property and/or AT&T affiliated companies. All other marks contained herein are the property of their respective owners. Information contained herein is not an offer, commitment, representation or warranty by AT&T and is subject to change. Mention of a specific company or entity is not an endorsement by AT&T.


Cinematic VR vs. Traditional Filmmaking • How long is each shot? (enough time to look around) • Too much motion will result in nausea • Lots to be done in post – stitching, monopod removal, etc. • Accounting for end-user interaction, focus and attention – What are they looking at when the scene changes? – How do you get them to look at what’s important? – Viewer that is new to VR, vs. someone else © 2017 AT&T Intellectual Property. All rights reserved. AT&T, the AT&T logo and all other marks contained herein are trademarks of AT&T Intellectual Property and/or AT&T affiliated companies. All other marks contained herein are the property of their respective owners. Information contained herein is not an offer, commitment, representation or warranty by AT&T and is subject to change. Mention of a specific company or entity is not an endorsement by AT&T.


Planning & Storyboard • Account for constraints and difference in the language of VR • Types of shots are different – maybe more constraining? – Low-angle, high-angle, close up, wide – Cut? Transition? Close up? – There’s no zoom lens, but you can emulate “leaning in” • Staging and positioning of actors and objects in the scene • Is this Film Production or Theater Production? © 2017 AT&T Intellectual Property. All rights reserved. AT&T, the AT&T logo and all other marks contained herein are trademarks of AT&T Intellectual Property and/or AT&T affiliated companies. All other marks contained herein are the property of their respective owners. Information contained herein is not an offer, commitment, representation or warranty by AT&T and is subject to change. Mention of a specific company or entity is not an endorsement by AT&T.


Planning & Storyboard • Subject placement (people, action) • Secondary action • Primary FOV • Stitch-lines

© 2017 AT&T Intellectual Property. All rights reserved. AT&T, the AT&T logo and all other marks contained herein are trademarks of AT&T Intellectual Property and/or AT&T affiliated companies. All other marks contained herein are the property of their respective owners. Information contained herein is not an offer, commitment, representation or warranty by AT&T and is subject to change. Mention of a specific company or entity is not an endorsement by AT&T.


Engagement & Interactivity • Add interaction and pathing using hotspots and navigation – VIAR360 – InstaVR – Virtelio – WireWax

© 2017 AT&T Intellectual Property. All rights reserved. AT&T, the AT&T logo and all other marks contained herein are trademarks of AT&T Intellectual Property and/or AT&T affiliated companies. All other marks contained herein are the property of their respective owners. Information contained herein is not an offer, commitment, representation or warranty by AT&T and is subject to change. Mention of a specific company or entity is not an endorsement by AT&T.


What is common to all VR Development?

Š 2017 AT&T Intellectual Property. All rights reserved. AT&T, the AT&T logo and all other marks contained herein are trademarks of AT&T Intellectual Property and/or AT&T affiliated companies. All other marks contained herein are the property of their respective owners. Information contained herein is not an offer, commitment, representation or warranty by AT&T and is subject to change. Mention of a specific company or entity is not an endorsement by AT&T.


What is common to all VR Development?

Iteration!

Š 2017 AT&T Intellectual Property. All rights reserved. AT&T, the AT&T logo and all other marks contained herein are trademarks of AT&T Intellectual Property and/or AT&T affiliated companies. All other marks contained herein are the property of their respective owners. Information contained herein is not an offer, commitment, representation or warranty by AT&T and is subject to change. Mention of a specific company or entity is not an endorsement by AT&T.


Building with Unity

Š 2017 AT&T Intellectual Property. All rights reserved. AT&T, the AT&T logo and all other marks contained herein are trademarks of AT&T Intellectual Property and/or AT&T affiliated companies. All other marks contained herein are the property of their respective owners. Information contained herein is not an offer, commitment, representation or warranty by AT&T and is subject to change. Mention of a specific company or entity is not an endorsement by AT&T.


Lab #3: Building with Unity Goal: • Create a basic interactive VR experience in the Unity Game Engine

Š 2017 AT&T Intellectual Property. All rights reserved. AT&T, the AT&T logo and all other marks contained herein are trademarks of AT&T Intellectual Property and/or AT&T affiliated companies. All other marks contained herein are the property of their respective owners. Information contained herein is not an offer, commitment, representation or warranty by AT&T and is subject to change. Mention of a specific company or entity is not an endorsement by AT&T.


Thank you!

Š 2017 AT&T Intellectual Property. All rights reserved. AT&T, the AT&T logo and all other marks contained herein are trademarks of AT&T Intellectual Property and/or AT&T affiliated companies. All other marks contained herein are the property of their respective owners. Information contained herein is not an offer, commitment, representation or warranty by AT&T and is subject to change. Mention of a specific company or entity is not an endorsement by AT&T.


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