Βι¶ΉΤΌΕΔ

Research & Development

Posted by David Johnston on , last updated

Over the past 2 years Βι¶ΉΤΌΕΔ R&D, in association with our colleagues elsewhere in the Βι¶ΉΤΌΕΔ, has been looking at the production process, technology, costs and measurement of creating compelling content with Virtual Reality. These projects have been written about extensively by our colleagues and .

We’ve shared our learnings on , , and amongst many other areas.

Today we’d like to talk about a new venture in R&D, Reality Labs.

What is Reality Labs?

Reality Labs is a new work stream that we’re running within R&D. The aim is to carry on the fantastic work we’ve done with virtual reality recently and extend that into other sectors. The blurring between the real and the virtual has been an ongoing strand of work in Βι¶ΉΤΌΕΔ R&D for decades and we’re looking to continue that success.

Initially we’ll be moving forward with near term research projects in Virtual and Augmented Reality and how they could form part of the future of the Βι¶ΉΤΌΕΔ and the global media landscape. We’ll also be investigating the use of them in current and evolving production workflows to help the broader Βι¶ΉΤΌΕΔ create current forms of content in new ways and understand how they could create new forms of content in the future. We’re also keen to look a little further over the horizon at what might be possible in 5 years and start to lay the foundations for this.

Open Standards & Best Practice

Βι¶ΉΤΌΕΔ R&D is committed to supporting and furthering open standards and sharing best practice from our experiences. As part of this we’ve been heavily involved in the development and codification of . More recently we dipped our toe into WebVR with . At the time the WebVR standard was in early development without cross platform support or a robust way to . Since then there’s been and projects like have matured, facilitating easier content creation. The Web forms a core part of the Βι¶ΉΤΌΕΔ and we think WebVR could be part of that. Some of our focus for the next 12 months will be on the viability of the web as a platform to deliver content to our audience. The broad reach and accessibility of the web is appealing and we’ll be keeping you updated on that as we progress.

We also plan to look at how the could apply to VR, AR and other forms of spatial interfaces. How our audiences discover and interact with our content forms part of their overall experience and we’d like to start understanding how we can apply this to new technology.

Both of these pieces of work would be much harder without the partners we work with, both internally and externally.

Woman trying a VR experience, wearing a VR headset

Image above (cropped) by on Flickr, .

Partnerships

As Eleni Sharp outlined in her recent blog post , Βι¶ΉΤΌΕΔ R&D has a long history of partnering with organisations, from other broadcasters to academic institutions. More recently, through initiatives like Connected Studio, we’ve developed new ways of working with creatives agencies, start-ups and technology companies to access expertise and talent we don’t have in-house. We’ll look to leverage these relationships for our ongoing work in Reality Labs, particularly as it’s such a fast moving sector - we can’t possibly keep up with everything!

We’ll also be cementing the great relationships we have with creative teams across the organisation as well as the experts in strategy, marketing and audience measurement.

Tooling

Content doesn’t fall from the sky - fortunately for our production teams! We use hardware and software tools to craft the amazing content that the Βι¶ΉΤΌΕΔ and partners create. It’s no surprise that, given the press and hype around VR & AR, there’s a plethora of tools available for creating this kind of content. One of the things we’ll be doing over the next year is looking at what is available and creating pilot content in collaboration with the Βι¶ΉΤΌΕΔ creative teams. This will allow us to assess how well they fit into existing Βι¶ΉΤΌΕΔ workflows and what changes could be made to the tooling or workflows to make creating content easier and for good value.

As part of this we recently launched , an and App, based on technology from our partner which allows our production teams to create lightly interactive 360 video experiences with immersive audio.

Augmented Reality

“the distinction between past, present and future is only a stubbornly persistent illusion”

Virtual, augmented, mixed. Lots of terms that boil down to one thing, . It’s a magic trick that’s but became industrialised with , TV & . Without getting too far into the weeds on the we want to take a view of the and see how it can work for the Βι¶ΉΤΌΕΔ. We’ve recently had an related to the upcoming Βι¶ΉΤΌΕΔ Two show . In April our Director General Tony Hall announced a new partnership between the Βι¶ΉΤΌΕΔ and major cultural organisations, - we’re really interested in how this technology can help our audience experience the great content the Βι¶ΉΤΌΕΔ and partners create and our work in AR will be a key part of that.

Content

As well as all the research outlined above, we’ll be continuing the work of looking at how we can create content for the existing hardware and platforms. Primarily this will be through our relationship with the aforementioned VR Hub and the showcase output that they’ll be creating. There’ll be times when we want to investigate and research a specific element of content creation that won’t be covered by the slate of work that our partners are working on, though. In these cases we’ll be working with the creative industries to make our own content to evaluate and further our own research. Following on from the award winning collaboration that created , we’ve been working with our friends at to do just that.

A scene from a virtual reality trial - a user's hands in virtual reality move towards a box with a face mask emerges from within followed by a trail of pink smoke.

How strange. What could it be?

We hope to be able to share a bit more about this, and other content, in the near future. Stay tuned!

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from day

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