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media, entertainment,
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How XR will shape media, entertainment, and advertising
Many of the most visible applications may seem • Agatha Bochenek, Head of AR/VR
silly – from doggie-faced selfie filters to pocket- & Mobile Ad Sales, Unity
monster hunting apps – but the the reality is • Chris Hercik, Chief Creative Officer,
quite serious: these technologies are acclimating The Foundry, Time Inc.
the world to a state of altered reality.
• Roger Kenny, VR Design Tech Lead,
Dow Jones Innovation Lab
XR is still only in its infancy, and as brands adopt it
• Rori Duboff, Managing Director of Content
they’ll harness an entirely new medium to broadcast
Innovation, Accenture Interactive
messages that the world has never seen.
• Steven Feiner, Professor of Computer
Science, Columbia University
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How XR will shape media, entertainment, and advertising
For AR, the outdoors pose a challenge. It’s difficult to For that to happen, artificial intelligence (AI) will be
control for lighting conditions or hazardous objects critical. AI will allow XR devices to learn user behaviors
such as moving vehicles, and the system requirements and populate virtual worlds. “They’re inseparable,”
needed to layer virtual objects upon actual ones – a said Ori Inbar, founder of Super Ventures. “In the near
process known as registration – are prohibitively high. future, one will not be able to work without the other.”
Hardware and content creators must work more More sensors and increased connectivity will also
closely and evolve beyond cheap tricks if they want smooth out VR experiences. Steven Feiner, Professor
to deliver on the promise of ‘immersion’. Volumetric of Computer Science at Columbia University, identified
video and 3D audio capture are needed to help the use of eye-tracking technology as a way to
viewers believe that objects in VR are moving in anticipate users’ needs. And Inbar asserted that a
space. Creators must harness other senses, such as cloud storage system would allow XR systems to
touch and smell, and XR devices must get smarter. exhibit object permanence over multiple sessions
and connect users in multiplayer experiences.
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How XR will shape media, entertainment, and advertising
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How XR will shape media, entertainment, and advertising
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How XR will shape media, entertainment, and advertising
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How XR will shape media, entertainment, and advertising
3. The Consumer -
What does a virtual humanity look like?
Today, VR in particular is still held back by “an ‘I’ve Once the desire is there, consumer tastes can adapt
tried it’ problem,” said Rori Duboff, Managing Director and VR may become habit. Though XR headsets
of Content Innovation at Accenture Interactive. may still look strange to many, tastes change
quickly. It was only a decade ago that iPhones
Consumers are happy to try VR, check the box, and launched and it became commonplace to see
move on – for a number of reasons. There are the people everywhere hunched over pocket-sized
clear technological limitations, such as clunky headsets mirrors. Where might we be in another ten years?
and nausea-inducing images, but there is also the
lack of truly outstanding content. Without enough The path forward depends on brands. How can they
emotionally evocative experiences, consumers see represent themselves in a virtual way? What stories
VR as a novelty. But once they are truly moved, they’ll do they have to tell or new perspectives to offer? It
see past the tech and talk about how it made them will be up to them to help consumers reach beyond
feel, much like how they talk about movies rather simple entertainment to make XR more than just tech.
than about movie projector screens. If consumers
can be moved, that may be the tipping point.