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The following presentation was given by Chris Ward, President of Lightspeed Design, Inc. / DepthQ® 3D
June 21, 2015
Barcelona, Spain
ICTA - International Cinema Technology Association
CineEurope 2015
2015 Seminar Series: The Future 0f The Cinema Experience
6/21/2015 1
This coming November will be my 23rd
year working in 3D.
Based on that experience, I would like
to take a few minutes to speculate on
the future of 3D Cinema technology.
As a collective, 3D cinema brands like
DepthQ, RealD, MasterImage, XPAND,
and others have reached a technical
plateau in Cinema.
I think the recent 3D box office numbers
from movies like Jurassic World, Mad
Max, and San Andreas show we have
established our place in the industry.
So, what is out there as the next wave…
The Blue Ocean idea that will leap
cinema to a new level?
We think it might be the development of
A Shared Augmented Cinema Experience.
6/21/2015 2
At this very moment in Silicon Valley
there is the beginnings of a major and
well-funded movement to take the 3D
technology formats of Virtual Reality
(VR) and Augmented Reality (AR)
mainstream.
- Facebook invested 400 million in cash
and another 1.6 billion in stock in a start
up, called Oculus VR.
- Microsoft is developing an AR
technology called HoloLens.
- Google led a $542 million investment
in the AR company Magic Leap.
While the product pictured appears
awkward and its future is uncertain…
The last time a 3D technology company
received this level of industry and
financial support it was RealD.
6/21/2015 3
First, let me define some terms.
Virtual Reality: An immersive
visualization that replaces reality with
artificial realities, often within a 360
degree 3D environment, which can be
explored and interacted with by the
viewer.
Augmented Reality: A technology that
superimposes a computer-generated
image on a user's view of the real
world, thus providing a composite view.
6/21/2015 4
The technologies employed create the
feeling of immersion.
• Wide field of view, 90 -110+ degrees
• High frame rates (HFR) of 60 fps+,
• Extremely high-quality Crosstalk-free
stereoscopic 3D. Close “reach out
and touch” 3D
Then a second layer is added which
allow viewers to control and alter the
visualization.
• Full head-tracked 360 degree look
around, POV
• Responsive low latency interactivity
via the tracking of input devices
OR
Tracking of just your eyes and hands,
no devices… The eye tracking is the
most intriguing development, they
can tell where and at what you are
looking.
6/21/2015 5
VR builds on traditional 3D techniques
currently used in cinema, but then by
design deviates substantially creating
two new experiences.
Presence– the perception or instinctual
feeling of actually being inside a
simulated world.
Agency– the capacity to act
independently and to make your own
free choices, almost unconsciously
6/21/2015 6
The result of triggering the perception
of Presence and Agency in viewers is
very powerful.
Consumers will be blown away;
however, the typical implementation is
also isolating.
These characteristics are very appealing
to home theater companies.
It will not surprise you that the largest
US cable company, Comcast, is
supplying Venture Capital.
If the technology develops successfully,
it may not be good for Cinema
Exhibition.
6/21/2015 7
But the good news is, that people like to
get together, for common shared
experiences.
Perhaps we can adapt aspects of the
trend over the long term and enhance
the Cinema Experience…
Make movie going more social.
VR/AR represents both a challenge and
an opportunity for cinema exhibition.
6/21/2015 8
This is the 3D Field of View of a typical
Cinema today.
Only the first few rows are even close to
being immersive, most viewers “look
through a window”.
As pictured:
Green is 110 degrees FOV
Yellow 60 degrees
Amber 40 degrees
Pink 30 degrees
Comparatively most VR devices will
have 110 degrees FOV + POV Freedom
(Look-around).
The current field of view limits 3D
cinema’s effectiveness.
6/21/2015 9
What we need:
At minimum, Comparable FOV + some
POV freedom (Look-around) to create
the sensation of Presence.
In a layout like this, even the back row
can be considered immersive.
As pictured:
Green and Yellow are 180+ degrees FOV
Amber 160 degrees
Pink 110 degrees
But we as cinema people need to think
even further forward than just
Presence…
6/21/2015 10
What if…. in 5- 10 years the broad
market investments being made can
transform the bulky VR headset into the
light glasses shown to the right.
Perhaps even a pair of Augmented
Reality Glasses can be made like this…
and
- Include personal imagery, via a tiny
laser projector that shines light onto a
transparent lens, which deflects the
light onto the retina.
- Include both eye tracking and hand
tracking, for viewer control and input
All of these technologies are in R&D
now.
In fact in my home city of Seattle, they
have been the subject of University
research for many years.
6/21/2015 11
Assuming such glasses…
We could present a film to the mass
audience via a central projector as we
have done for centuries, this is the
audience’s “reality”,
BUT then via the AR glasses we could
personalize the film experience with
added images and even allow the
audience to control the film as a
collective.
We can create a better shared
experience,
Augmented Cinema.
6/21/2015 12
• Provide physical, social interaction
• Thumbs up/thumbs down polling
could even provide, alternate visuals
in a scene designed for it
• Personal elements shared between a
couple or a group of friends.
• Point out Easter Eggs, as done in
gaming, which then animate and
surprise.
The ideas are endless, and would
require a substantial rethinking of the
film making process.
6/21/2015 13
Here is a simple example of Augmented
Cinema.
Stereoscopically rendered 3D objects,
characters and “holograms” of objects
seamlessly overlaid, via the glasses,
onto the film on a per-viewer basis.
Via the eye-tracking the whole audience
is polled and elects to change the
course of the centrally projected film,
steering the actual POV of the currently
displayed 180 degree view.
In the pictured example, When the
Audience Eye-tracking elects to look
right…
6/21/2015 14
The entire film, which is actually 360
degree, Pans Left revealing Special
Content.
6/21/2015 15
I know these ideas are speculative.
Like most of you first thing I think is…
the glasses will break, the screen is too
big, the servers and the projectors need
to change…..
there is no place for this idea in high
volume cinema.
As a company, with 1800 3D cinema
screens running daily, I am as pragmatic
as you.
BUT, also as an industry we need to
keep our Eyes Wide Open to the
possibilities - as the worlds’ technology
and even its concept of entertainment is
shifting fast.
Thank you.
6/21/2015 16

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The Future of the Cinema Experience – Shared Augmented Cinema

  • 1. The following presentation was given by Chris Ward, President of Lightspeed Design, Inc. / DepthQ® 3D June 21, 2015 Barcelona, Spain ICTA - International Cinema Technology Association CineEurope 2015 2015 Seminar Series: The Future 0f The Cinema Experience 6/21/2015 1
  • 2. This coming November will be my 23rd year working in 3D. Based on that experience, I would like to take a few minutes to speculate on the future of 3D Cinema technology. As a collective, 3D cinema brands like DepthQ, RealD, MasterImage, XPAND, and others have reached a technical plateau in Cinema. I think the recent 3D box office numbers from movies like Jurassic World, Mad Max, and San Andreas show we have established our place in the industry. So, what is out there as the next wave… The Blue Ocean idea that will leap cinema to a new level? We think it might be the development of A Shared Augmented Cinema Experience. 6/21/2015 2
  • 3. At this very moment in Silicon Valley there is the beginnings of a major and well-funded movement to take the 3D technology formats of Virtual Reality (VR) and Augmented Reality (AR) mainstream. - Facebook invested 400 million in cash and another 1.6 billion in stock in a start up, called Oculus VR. - Microsoft is developing an AR technology called HoloLens. - Google led a $542 million investment in the AR company Magic Leap. While the product pictured appears awkward and its future is uncertain… The last time a 3D technology company received this level of industry and financial support it was RealD. 6/21/2015 3
  • 4. First, let me define some terms. Virtual Reality: An immersive visualization that replaces reality with artificial realities, often within a 360 degree 3D environment, which can be explored and interacted with by the viewer. Augmented Reality: A technology that superimposes a computer-generated image on a user's view of the real world, thus providing a composite view. 6/21/2015 4
  • 5. The technologies employed create the feeling of immersion. • Wide field of view, 90 -110+ degrees • High frame rates (HFR) of 60 fps+, • Extremely high-quality Crosstalk-free stereoscopic 3D. Close “reach out and touch” 3D Then a second layer is added which allow viewers to control and alter the visualization. • Full head-tracked 360 degree look around, POV • Responsive low latency interactivity via the tracking of input devices OR Tracking of just your eyes and hands, no devices… The eye tracking is the most intriguing development, they can tell where and at what you are looking. 6/21/2015 5
  • 6. VR builds on traditional 3D techniques currently used in cinema, but then by design deviates substantially creating two new experiences. Presence– the perception or instinctual feeling of actually being inside a simulated world. Agency– the capacity to act independently and to make your own free choices, almost unconsciously 6/21/2015 6
  • 7. The result of triggering the perception of Presence and Agency in viewers is very powerful. Consumers will be blown away; however, the typical implementation is also isolating. These characteristics are very appealing to home theater companies. It will not surprise you that the largest US cable company, Comcast, is supplying Venture Capital. If the technology develops successfully, it may not be good for Cinema Exhibition. 6/21/2015 7
  • 8. But the good news is, that people like to get together, for common shared experiences. Perhaps we can adapt aspects of the trend over the long term and enhance the Cinema Experience… Make movie going more social. VR/AR represents both a challenge and an opportunity for cinema exhibition. 6/21/2015 8
  • 9. This is the 3D Field of View of a typical Cinema today. Only the first few rows are even close to being immersive, most viewers “look through a window”. As pictured: Green is 110 degrees FOV Yellow 60 degrees Amber 40 degrees Pink 30 degrees Comparatively most VR devices will have 110 degrees FOV + POV Freedom (Look-around). The current field of view limits 3D cinema’s effectiveness. 6/21/2015 9
  • 10. What we need: At minimum, Comparable FOV + some POV freedom (Look-around) to create the sensation of Presence. In a layout like this, even the back row can be considered immersive. As pictured: Green and Yellow are 180+ degrees FOV Amber 160 degrees Pink 110 degrees But we as cinema people need to think even further forward than just Presence… 6/21/2015 10
  • 11. What if…. in 5- 10 years the broad market investments being made can transform the bulky VR headset into the light glasses shown to the right. Perhaps even a pair of Augmented Reality Glasses can be made like this… and - Include personal imagery, via a tiny laser projector that shines light onto a transparent lens, which deflects the light onto the retina. - Include both eye tracking and hand tracking, for viewer control and input All of these technologies are in R&D now. In fact in my home city of Seattle, they have been the subject of University research for many years. 6/21/2015 11
  • 12. Assuming such glasses… We could present a film to the mass audience via a central projector as we have done for centuries, this is the audience’s “reality”, BUT then via the AR glasses we could personalize the film experience with added images and even allow the audience to control the film as a collective. We can create a better shared experience, Augmented Cinema. 6/21/2015 12
  • 13. • Provide physical, social interaction • Thumbs up/thumbs down polling could even provide, alternate visuals in a scene designed for it • Personal elements shared between a couple or a group of friends. • Point out Easter Eggs, as done in gaming, which then animate and surprise. The ideas are endless, and would require a substantial rethinking of the film making process. 6/21/2015 13
  • 14. Here is a simple example of Augmented Cinema. Stereoscopically rendered 3D objects, characters and “holograms” of objects seamlessly overlaid, via the glasses, onto the film on a per-viewer basis. Via the eye-tracking the whole audience is polled and elects to change the course of the centrally projected film, steering the actual POV of the currently displayed 180 degree view. In the pictured example, When the Audience Eye-tracking elects to look right… 6/21/2015 14
  • 15. The entire film, which is actually 360 degree, Pans Left revealing Special Content. 6/21/2015 15
  • 16. I know these ideas are speculative. Like most of you first thing I think is… the glasses will break, the screen is too big, the servers and the projectors need to change….. there is no place for this idea in high volume cinema. As a company, with 1800 3D cinema screens running daily, I am as pragmatic as you. BUT, also as an industry we need to keep our Eyes Wide Open to the possibilities - as the worlds’ technology and even its concept of entertainment is shifting fast. Thank you. 6/21/2015 16