Tuesday, December 08, 2020
SOME NOTES ON "THE PANDEMIC AND THE ENTERTAINMENT INDUSTRY"
1 - The Pandemic hastened the
acceptance by the public of all digital possibilities of viewing content at
home.
2 - Except for existing methods
of monetizing digital content viewed at home, other alternatives have had
monetizing problems.
Some streaming cases:
a.
Good streaming services: Netflix, Disney, ...
b.
OK & Promising: YouTube, Prime Video, ...
c.
Promising streaming services: Apple ...
d.
Struggling streaming services: HBO+ ...
e.
Failed streaming services Quibi ...
Home meetings:
a.
Good: Zoom
b.
Just getting started:
i.
Zoom competitors like Teams
ii.
VR Social Spaces
1.
AltSpace
2.
Spatial
3. Engage
4.
Mozilla Hubs
5.
Oculus/Facebook Venues & Horizon
Other:
a.
Good: top games on VR
b.
OK, Less $$$ but working: teaching online
c.
Problems (partly no Union contracts): Live commercial theater
d.
Very promising, but not yet well monetized: Live indie VR theater
i.
Example: The Under Presents... The Tempest
3. VR, AR, MR, AI, 5G and all
XR technologies have made great progress in 2020. In particular:
a.
The new class of VR headsets is now almost
consumer friendly, although the software (both content and
navigational/operational software) is still lagging.
HMD's:
a.
QUEST2 - good resolution, terrific price (starts at $299)
b.
REVERB G2 - better resolution, higher price
CHIPS
a. QUALCOMM - new powerful chips that will improve HMD's in 2021 and may enable 1st generation consumer Mixed Reality HMD's
b.
APPLE - Apple seems to be doing well with custom chips, and may have HMD devices in
2021 or 2022.
CAMERAS:
a.
Cameras for VR seem to be lagging behind. Maybe
new generation in 2021.
ANIMATION:
a.
Computer animation has been 3D for years.
Re-rendering for VR could release a lot of content. But HMD's must be capable
(eyestrain, battery, and heat) of running easily for 2 hours or more.
SOFTWARE:
a.
Scientific American is talking about the
transition to "Spatial Computing"
b.
A few games have broken out financially
c There is an industry-wide (very important!) move to open
standards:
i.
OPEN XR
ii.
webXR (also called web 3.0 and The Spatial Web).
4. Next year there will
probably be some more in-person economic activity due to
a. The likelihood of widespread vaccinations by Fall, 2021
b. The likelihood that an active Presidential Task force on COVID-19 will improve
overall national compliance with rational protective behavior:
i.
masks
ii.
distancing
iii.
testing with quarantines and
tracking
iv. school and workplace standards and
supports
5. Conclusion:
a. Digital
entertainment has been accelerated
b. Limited
but gradual growth of in-person activity before Fall 2021, strongly influenced by new digital initiatives
c. The balance
between traditional commercial practices and new "indie" digital
operations will depend on the "digital" flexibility and ingenuity of
the existing commercial institutions, "versus" the
"commercial" entrepreneurial skill and ingenuity of new digital
innovations.
Note (not sure whether this is a disclaimer or shameless promotion):
QPORIT
is working on
1. comprehensive web 3.0 content
including
i. gaming, art,
story-telling, news, and educational content
ii. development of XR
Live Theater
2. improved web 3.0 navigational
software
3. business applications,
including multidimensional data analytics
4. a book on eXtended
Reality (XR)
QPORIT also organizes the NYXR, StoryCode and
StoryForward Meetups.
Please join one of these groups
for continued updates on the accomplishments and promise
of XR!
NYXR
https://www.meetup.com/NYXR-New-York-eXtended-Reality-Meetup/