virtual reality

Chris Pfaff produces and moderates ‘Producing in XR: How to Navigate Challenges’ panel at VR AR Global Summit Online, Europe – September 29, 2021

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Chris Pfaff produced and moderated the ‘Producing in XR: How to Navigate Challenges’ panel at the VR AR Global Summit Online, Europe, on Wednesday, September 29, 2021, with some of the leading global producers of VR and AR content:

– Tupac Martir, founder, Satore Studio

– Michael Owen, co-founder/principal, MediaCombo

– Rafael Pavon, creative director, The Mill

The group discussed their experiences in overcoming production and distribution challenges in various VR and AR projects, including a recent NFT project by Tupac Martir.

You can view the entire panel at:

https://youtu.be/4Tg4S6ZA6Ak

Michael Owen shows some of his 360-degree documentary production of Lake Baikal

Rafael Pavon shows some of his amazing work on ‘Memoria,’ inside the La Garma cave in Spain

Tupac Martir shows off a VR NFT sculpture

Tupac Martir in action

Tupac Martir shows off ‘Dr. Crumb and the School of Disobedient Pets’

Michael Owen shows off recent work

Chris Pfaff produces, moderates ‘Virtual Theatre: The Metaverse Smashes the Four Walls’ panel at VR AR Global Summit Online North America – June 3, 2021

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Chris Pfaff produced and moderated the ‘Virtual Theatre: The Metaverse Smashes the Four Walls’ session at the VR AR Global Summit Online North America on June 3, 2021, featuring some of the leading producers of immersive theatre and dance, including: Kiira Benzing, from Double Eye StudiosBlair Russell, from CruxBrandon Powers, from Brandon Powers Projects, and Lorne Svarc, from Technodramatists.

You can view the entire session at:

https://www.youtube.com/watch?v=qQdKsKS3qnw

 

The panel discussed the emergence of XR theatre production, including VR and AR integration with narrative original and adaptive works, as well as how to blend XR technologies with live and virtual audiences.

Kiira Benzing (upper left); Brandon Powers (upper middle); Blair Russell (upper right); Lorne Svarc (lower left), Chris Pfaff (lower right)

Brandon Powers shows some of ‘Queer Skins’

Kiira Benzing shows off some of ‘Finding Pandora X’

Blair Russell demos new work

Lorne Svarc demos new work

Lorne Svarc shows some of ‘AliBi’

Blair Russell introduces a new virtual world

 

 

 

VR Theatre and VR Collaboration: Chris Pfaff moderates expert sessions at the 2nd VR AR Global Summit Online – October 1, 2020

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The second VR AR Global Summit Online swapped what would have been Vancouver as a destination for a truly global audience, this time mastering the Hopin platform to greater effect than its June inaugural online effort.

Chris Pfaff moderated two panels at the 2nd VR AR Global Summit Online. The first, ‘Producing in XR: How to Create Unique Stories for Immersive Audiences’ panel, featured Maciej Wisniewski, founder of 99 Cent Opera, Espii Proctor, principal/creative & technical director, Espii Studios, and Michael Owen, CEO of MediaCombo. Maciej showed off more features of his forthcoming Edelweiss, VR, Act 1 (EVR-1), the first blockchain music-driven game of its kind, while Espii discussed her wide range of multimedia performances and story worlds, including spatial sound design. Michael showed off some of his recent work, including a VR installation at the Pollock-Krasner House on Long Island, where he and his team recreated the artistic works and experience of the great artists Jackson Pollock and Lee Krasner.

 

‘Producing in XR’ originally streamed at 10:30 am EST on Thursday, October 1, 2020. You can view it at:

 

The second panel that Chris Pfaff moderated, Collaboration Tools in VR: Developing Virtual Creativity in the Age of Social Distancing,’ featured Kiira Benzing, producer/director of Double Eye Studios, and Jussi Havu, CEO of Glue. Kiira demonstrated her recent ‘Finding Pandora X’ Greek tragedy adapation, which had just been awarded ‘Best Immersive VR Experience’ at the Venice Film Festival 2020. Jussi showed off a new version of what is now the leading collaborative enterprise platform for VR meetings, and discussed Glue’s expansion of its virtual meeting and creativity technology.

 

‘Collaboration Tools in VR’ originally streamed at 11:15 am EST on Thursday, October 1, 2020. You can view it at:

 

Michael Owen shows off some of the impressive XR work that MediaCombo has produced for museums and cultural institutions

Maciej Wisniewski demonstrates the music-driven narrative structure of his VR blockchain game, ‘Edelweiss, VR 1’

Espii Proctor discusses virtual theatre production

Kiira Benzing demonstrates her ‘Finding Pandora X’ work

Jussi Havu demonstrates new features for the Glue collaborative VR platform

MediaKind introduces live immersive 360 production partnership with Tiledmedia and Focal Point VR

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MediaKind, the spin-off from Ericsson that has moved rapidly into the immersive production arena, announced a partnership for live immersive 360 production with Tiledmedia and Focal Point VR on June 17, 2020. Chris Pfaff moderated two live webinar sessions, entitled ‘Accelerating Immersive 360 Live Video in ‘The New Normal’ to announce the partnership (slightly different shows each time). The heavyweight line-up included MediaKind’s own Chris Wilson, director of market development, sports, from London; Rob Koenen, founder/chief business officer of Tiledmedia, from Rotterdam; Jonathan Newth, CEO of Focal Point VR, from Guildford, England, and Chris Pfaff joined from New York.

The sessions included detailed discussion and demos of 360-degree technology and how it enables:

* new interactive consumer experiences through simple, cost-effective and scalable 360-degree-as-a-service deployments

* service providers to connect with audiences and enable impactful, immersive experiences that cut close to ‘being there’

The sessions engaged in deep-dive discussion around live 360-degree content, exploring how it can transform the way in which viewers experience live events in ‘The New Normal.’ Discussion centered around how 360-degree video can be captured, produced, streamed and delivered to enable best-in-market quality for live VR streaming to existing headsets and mobile devices, at the lowest possible bitrates. Various real-life applications of the technology across live sports, theater productions, music events, and concerts were also discussed.

View Session 1 – ‘Accelerating Immersive 360 Live Video in ‘The New Normal’ – June 17th – Session 1 at 10:30 am EST

 

View Session 2 – ‘Accelerating Immersive 360 Live Video in ‘The New Normal’ – June 17th at 2:30 pm EST

 

 

Intro screen (left) and promo post (right) for the ‘Accelerating Immersive 360 Live Video in ‘The New Normal’ webinar

Chris Wilson (second from left), MediaKind, discusses the MediaKind partnership with Tiledmedia and Focal Point VR

Jonathan Newth (upper row, center), shows off a camera rig that Focal Point VR uses for 360 capture

Rob Koenen (lower left) discusses Tiledmedia’s approach to immersive production, while holding up an Oculus Go headset

MediaKind’s VP marketing and communications, Lisa Aussieker (lower right) wraps Session 2

VR AR Global Summit Online – June, 2020: Chris Pfaff moderates panels on collaborative VR tools and producing in XR

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Chris Pfaff moderated two sessions during the first VR AR Global Summit Online, produced by the VR AR Association, on June 2nd and 3rd, 2020. The first session, ‘Collaboration Tools in VR: Developing Virtual Creativity in the Age of Social Distance’ was held on June 2nd and featured two of the leading platforms for VR collaboration – Glue, represented by Jani Leskinen, head of sales, and MeetinVR, represented by founder/CEO, Cristian-Emanuel Anton – and one of the leading virtual theater producers, Keira Benzing. The session was voted in the Top 5 of the more than 200 sessions held during the summit.

Jani Leskinen (top left), head of sales for Glue; Chris Pfaff (top right), moderator; Cristian-Emanuel Anton (lower left), founder/CEO of MeetinVR, and Keira Benzing (lower right), from DoubleEye Studios, discuss collaborative VR experiences

The second session, ‘Producing in XR: How to Create Unique Stories for Immersive Audiences’ was held on June 3rd, and featured

* Chloé Jarry, CEO/executive producer, Lucid Realities Studio

* Maciej Wisniewski, founder/producer, 99 Cent Opera

* Rafael Pavon, director/creative producer for VR/AR

* Pouria Kay, CEO, Grib

The session included a look at 99 Cent Opera’s EVR-1 blockchain VR game, as well as Chloé Jarry’s immersive experiences, Rafael Pavon’s leading VR work, and Pouria Kay’s AR platform, Grib. The stimulating conversation on how producers are developing new stories for XR platforms can be viewed at:

Maciej Wisniewski (upper left), from 99 Cent Opera; Rafael Pavon (upper center); Chloé Jarry (upper right), from Lucid Realities Studio; Pouria Kay (lower left), from Grib, and Chris Pfaff, moderator (lower center), as Rafael Pavon demonstrates some of his work

Pouria Kay (lower left) presents the Grib platform for immersive and AR production 

Chloé Jarry presents some of her work 

Maciej Wisniewski presents a preview of EVR-1, from 99 Cent Opera

Discussion with the full panel: Rafael Pavon (upper left); Chris Pfaff (upper right); Chloé Jarry (middle left); Maciej Wisniewski (middle right), and Pouria Kay (lower center)

‘Expert Storytelling in XR’ panel at the 2nd Annual VR/AR Global Summit in Vancouver, November 1-2, 2019

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The 2nd Annual VR/AR Global Summit at the Parq Vancouver, from November 1-2, 2019, featured some of the leading brands in the broader XR space, including Apple, Lenovo, Viacom, Niantic, and Microsoft, among others. A diverse array of use cases and new solutions for VR training were demonstrated throughout the event. The event, produced by the VR/AR Association, showcased a solid representation from local Vancouver firms, validating Vancouver’s status as the leading visual effects and animation cluster in the world, a growing presence in the broader XR arena.

I produced and moderated a packed house for the ‘Expert Storytelling in XR’ panel on Day 2 of the event, November 2nd, featuring Srinivas Krishna, founder/CEO, GeogramMichael Owen, CEO, MediaCombo, and Amy Lou Abernethy, President, Creative Director, and Chief Learning Strategist at AMP Creative. Srinivas showed off his latest technology for virtual event production and promotion; Michael showed off his work in AR museum curation, and Amy Lou showed off AMP Creative’s work in VR empathy training.

Michael Owens, Srinivas Krishna, Amy Lou Abernethy, and Chris Pfaff, after the ‘Expert Storytelling in XR’ panel, November 2, 2019

Chris Pfaff, Srinivas Krishna, Michael Owen, and Amy Lou Abernethy, at the opening reception for the VR/AR Global Summit, October 31, 2019

Kris Kolo, executive director of VRARA, Chris Pfaff, and Michael Owen, at the opening reception for the VR/AR Global Summit, October 31, 2019

Chris Pfaff, Alan Smithson, and Michael Owen, at the opening reception for the VR/AR Global Summit, October 31, 2019

Alan Smithson discusses MetaVRse’s latest ed-tech work, while Sophia Loren looks on

Galit Ariel and Chris Pfaff, after Galit’s presentation, November 1, 2019

Group shot of attendees at the Vancouver Economic Commission’s VIP Dinner, at the Hawksworth Restaurant, November 1, 2019

XR in Theatre: Immersing New Audiences – Leading XR Theatre Producers Discuss Their Work at Verizon 5G Lab – 11.06.19

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The past five years have seen groundbreaking production of theatre and opera that have integrated augmented reality (AR) and virtual reality (VR) – or, as the industry term refers to all types of immersive technology, XR – to develop new kinds of live and virtual experiences. The Welsh National Opera, in 2017, combined ‘The Magic Flute’ and ‘Madam Butterfly’ for ‘Magic Butterfly,’ an experience that used Google Daydream VR to demystify opera for audiences, in a new venue. Commonwealth Shakespeare Company produced ‘Hamlet 360: Thy Father’s Spirit’ in the past year, working with Google’s AR/VR Lens team to create five seven-minute acts in VR.

Yet, some of the boldest work in XR for theatre is not surprisingly being produced in New York. An event produced by Chris Pfaff, and sponsored by the VR AR Association New York Chapter and Verizon’s 5G Lab, on Wednesday, November 6, 2019 featured some of the leading practitioners of XR in the theatre world who discussed their work and and their platform and technology choices, as well as how to shape narratives for interactive audiences in real-time experiences. Demonstrations of their work, as well as a guest appearance from award-winning XR production firm Felix & Paul Studios, were held prior to and after the main event, which was held in Verizon’s 5G Lab at the Alley powered by Verizon.

The entire event can be viewed at: https://www.youtube.com/watch?v=wQQhDrp0vtQ&t=31s

Brandon Powers, producer/choreographer of ‘Frankenstein AI,’ a piece that premiered at the Sundance Film Festival in 2018, and producer/choregrapher of ‘Queerskins,’ discussed how he worked with the Intel Studios volumetric studio to use his choreographic and immersive theater expertise to move ‘visitors’ through the virtual space. ‘Frankenstein AI,’ which expressed our AI inhabiting a human body to communicate with the audience, and ‘Queerskins’ demonstrate ways for theatre producers to create new work with volumetric capture. In ‘Frankenstein AI,’ the human dancer performed choreography, which was created using a new choreographic notation that Brandon invented. The choreography was manipulated by an AI in real-time based on how the audience responded to the AI’s prompted questions, prompting the dancer to alter her performance for a unique live experience. Brandon is also developing a new episode in the VR experience ‘Queerskins,’ which involves an interactive choreographed duet utilizing volumetric capture which will give a unique experience for each user.

Kiira Benzing, from Double Eye Studios, the renowned producer of ‘Loveseat,’ a VR theatre piece that was featured at the 2019 Venice Biennale, in which two lonely, ordinary people are drawn into a reality show competition to win the love of a Perfect Partner (who looks an awful lot like an empty chair). Part-story, part-interaction between virtual and real worlds; the performers intersect realities in this comedy. Performed simultaneously to virtual and real world audiences. Kiira also discussed her work on ‘Loveseat’ and her more recent work on ‘Runnin,’ which was shot at Intel Studios in Los Angeles. ‘Runnin’ is currently available through the Samsung Gear app through Oculus Quest. Her work in designing virtual worlds has led her to ask ‘what is a stage?’ and ‘what is an audience?’ when audience members are represented by virtual beings and avatars.

Maciej Wisniewski, 99 Center Opera founder, and producer and composer of ‘Edelweiss VR, Act 1,’ or EVR1, the first original VR opera experience, discussed and demonstrated his work in creating a music-driven narrative that enables viewers to unlock hidden aspects of the story. Maciej’s work includes blockchain for encrypted messages that will be retrieved by the players of the EVR1 game, to unlock content. The story of EVR1 takes viewers through an interactive VR story in five acts, based on a true World War II experience of his great-aunt escaping a prison in Poland and becoming a Resistance fighter. Maciej’s work involves breathing light and texture into scenes based on music.

David Rodriguez, founder of Zanni, the first Audience Experience Design Studio, demonstrated the firm’s XR tools, Ovees™ and Zanni™ AXD, for both immersive audiences and theatre producers. David’s work with the Metropolitan Opera led him to consider how opera, and theatre, could evolve through VR and AR tools for both audience participation and narrative extensions, as well as how to enable immersive workflows for theatre/opera producers. Ovees is an XR take on stereoscopic opera glasses – and Zanni AXD – a mixed reality design tool that creates space to view stage production elements, reducing design process time and enhancing stage experience planning for design teams. Zanni is a new company, and the event marked the public debut of Zanni.

The panel discussion delved into how traditional theatre producers, directors, lighting designers, choreographers, and actors themselves are moving to expand the medium through immersive technologies. The group discussion yielded the overarching understanding of theatre being gamified and moved into a new genre altogether. The panelists discussed how technologies are rapidly evolving to meet demands for creative decisions. Kiira Benzing discussed how difficult it was to mount ‘Love Seat’ in Venice, with a massive point cloud that could, at any time, crash. The shared experience of theatre, in a live setting, pushes the boundaries of technical production for real-time communal energy.

Chris Pfaff welcomes the audience at ‘XR in Theatre: Immersing New Audiences’ at the Verizon 5G Lab, 11.06.19

Chris Pfaff, Mikael Chagnon, from Felix & Paul Studios, and Brandon Powers

Maciej Wisniewski (foreground) and Kris Ramanathan (rear) showcase their EVR1 musical interactive VR piece

Brandon Powers discusses his immersive choreographic work on ‘Queerskins’ and ‘Frankenstein AI’

Kiira Benzing discusses ‘Runnin’ and ‘Love Seat,’ her interactive VR theatre pieces, and her work with Intel Studios

Maciej Wisniewski, from 99 Cent Opera, discusses his use of blockchain to unlock content in the interactive VR musical narrative

David Rodriguez, from Zanni, discusses his use of immersive tools for theatre and opera

The Q&A session for ‘XR in Theatre: Immersing New Audiences’ 

The 100+ audience at ‘XR in Theatre: Immersing Audiences,’ at the Verizon 5G Lab in New York, 11.06.19

David Rodriguez; Brandon Powers; Chris Pfaff; Kiira Benzing, and Maciej Wisniewski, after the ‘XR in Theatre’ panel

VR/AR Association New York chapter members Chris Pfaff, Cindy Mallory, Michael Owen, and chapter president Gordon Meyer

Maciej Wisniewski, Linda Aro, and Kris Ramanathan before the ‘XR in Theatre: Immersing New Audiences’ event

Kiira Benzing, Chris Pfaff, David Rodriguez, and Brandon Powers before the ‘XR in Theatre: Immersing New Audiences’ event

VR/AR Association New York chapter member Chris Pfaff, chapter president Gordon Meyer, and member Gordon Yee before the event

 

 

 

Chris Pfaff and (VR/AR) Friends at Wharton Club New York – ‘Producing the Future’ – March 26, 2019

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Thanks to the inimitable Ben Weintraub, from Merit Software, I produced events on VR and AR producing at Temple Emanu-el and the Wharton Club in New York in December, 2018, and March, 2019, respectively. Both sessions were sponsored by the VR/AR Association’s New York chapter, of which I am an advisor, and current co-chair of the Storytelling Committee.

Michael Owen, CEO of MediaCombo, and Dex Smither, director of Verizon envrmnt, presented at Temple Emanu-el on December 16, 2018, and joined me again, along with Cortney Harding, CEO of Friends with Hologram, at Wharton Club New York, on March 26, 2019. The events, ‘Virtual Reality and Augmented Reality: Producing the Future,’ discussed various use cases regarding immersive experiences for brands, public institutions, and for the emerging 5G ecosystem, which Dex Smither explained flawlessly.

Many thanks to Richard Abeeku Mills-Robertson, from Greenberg Traurig, for hosting the Wharton Club New York event.

Ben Weintraub (seated) gets virtualized while (left to right) Chris Pfaff, Dex Yee, Michael Owen, and Dex Smither watch, after the ‘Producing the Future’ event at Temple Emanu-El

Chris Pfaff welcomes the audience at Temple Emanu-El, for the ‘Producing the Future’ event, 12.16.18

Chris Pfaff, Dex Smither, and Michael Owen, setting up for the ‘Producing the Future’ event at Temple Emanu-El, 12.16.18

Michael Owen demonstrates MediaCombo’s AR installation at the Morgan Library, at the ‘Producing the Future’ event at Temple Emanu-El, 12.16.18

Dex Smither discusses 5G, and its significance in the streaming AR and VR ecosystem, at the ‘Producing the Future’ event at Temple Emanu-El, 12.16.18

Dex Smither answers a question from the audience at the ‘Producing the Future’ event at Temple Emanu-El, 12.16.18

Dex Smither discusses Verizon envrmnt’s work at the ‘Producing the Future’ event at Wharton Club NY, at Greenberg Traurig, 03.26.19

Michael Owen, Dex Smither, Richard Abeeku Mills-Robertson, Chris Pfaff, and Cortney Harding, after the ‘Producing the Future’ event at the Wharton Club NY, at Greenberg Traurig, 03.26.19

Chris Pfaff, Ben Weintraub, and a guest at the Wharton Club NY event, ‘Producing the Future,’ at Greenberg Traurig, 03.26.19

 

VR/AR Association New York Chapter Celebrates 3 Years at RLAB

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The third anniversary of the VR/AR Association (VRARA) New York chapter was a positive snapshot on the growth of the immersive/XR industry in the greater New York area in the past few years. The event was hosted on Tuesday evening, May 21st, at RLAB (https://www.rlab.nyc), the massive space that NYU and its academic and City of New York partners opened in late-November, 2018. RLAB hosts several companies, including members of its XR Beta program, and is being built out as a larger facility for immersive innovation, including volumetric capture space.

Dex Yee (left), from VRARA, watches as Jason T. Jaslow signs in the VRARA NY 3rd anniversary

Chris Pfaff, VRARA NY Chaper advisor, welcomes the crowd at RLAB

As VRARA has grown globally, so too has its New York chapter, and this mirrors the broader focus on the XR industry in New York, which embraces enterprise and consumer firms alike.

Banu Ozden in discussion with Janice Brown, manager, education and outreach at RLAB

Robin White Owen and Michael Owen, the first XR couple of Brooklyn, at Rlab

Unseen Media demos its soon-to-be-released narrative AR game

Gur Arie Bittan, from Mantis Vision, demos for Banu Ozden and Jeffrey Ginsberg

More than 50 guests attended the mixer event, which featured demos from XR Beta companies, as well as Mantis Vision (http://mantis-vision.com), and remarks by RLAB’s Alexis Seeley and VRARA New York chapter advisor Chris Pfaff. And, of course, numerous demos of mobile AR experiences were shown by VRARA members as well.

Robin White Owen and Michael Owen listen to Tim Meyer, from IBM’s IoT group

Alexis Seeley, director of education and opportunity programs at Rlab, welcomes the crowd

Mantis Vision’s mo-cap installation, and some of its forthcoming collaboration tools, were a major hit at the event. Unseen Media ((https://www.unseenmedia.io), a narrative AR game developer, demonstrated its soon-to-be-released game, while echoAR (https://www.echoar.xyz), and AR-focused CMS and CDN provider, and SIY (Speak it Yourself – https://www.siyvr.com), a VR-based language instruction firm, demonstrated their solutions as well.

Chris Pfaff and Gordon Meyer, one of the Top 5 AR influencers in the industry

Chris Pfaff and Kate Specter, from Toonpack, at Rlab

Alexis Seeley and Janice Brown, with Rlab, prior to the VRARA event

 

VR/AR Association Event, ‘VR for Producers’ Features Verizon envrmnt, Littlstar, and Associated Press at NYU Data Futures Lab

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The first VR/AR Association New York Chapter event of 2017, ‘Virtual Reality for Producers: How to Create and Deliver for the New Content Frontier,’ took place last Wednesday night, February 15th, at the NYU Data Futures Lab, and it delivered not only a full standing-room-only crowd of 95 people, but some of New York’s finest producers working the VR scene.

You can watch the video of the event at:

https://drive.google.com/open?id=0B58D21m9dOMOdFJJSGE1UWMzVzA

Kris Kolo, New York chapter head of the VR/AR Association, introduces the goals and benefits of the organization

As more New York producers learn the craft of producing in VR, the industry will grow concomitantly. Wednesday’s session was an ideal session for learnings from the likes of Paul Cheung, direct of interactive at Associated Press (AP); Alissa Crevier, global head of partnerships, at Littlstar, and Christian Egeler, director of VR/AR product development with Verizon envrmnt.

Chris Pfaff introduces the speakers and sets up the event

Paul Cheung guided the audience through his learnings with the almost dozen VR cameras that he and his team have tested. He discussed some of the work that AP has done with branded content partners, and how to adapt the standards of the AP (an organization that literally developed the journalistic standards known as “AP Style” over the past 180-plus years) to VR production. In other words, while shooting a scene, do you keep the DP and/or the producer in the shot, or matte that out? For AP, that choice is obvious: leave the production team in the frame. Cheung described some of the learnings in VR as they apply to the overall production work that his interactive has to deal with, enabling a smoother workflow scenario.

Paul Cheung discusses the range of VR cameras that AP has tested and and used

For Alissa Crevier, Littlstar’s work has grown to the point where the company is as much a platform for content as it is a stand-alone producer of VR content. This has created a new kind of channel for VR partners, and the Littlstar roster of clients includes the who’s who of major content distributors, including Disney/ABC, Discovery, Nat Geo, Showtime, and the Wall Street Journal, among others. Crevier’s experience with Spotify, and the music industry in general, have helped her navigate clearances and understand the vagaries of the live music scene, and live streaming, to understand the value of WebVR versus individual VR platforms, such as Oculus, Gear, or Vive, among others.

Alissa Crevier presents Littlstar’s productions and its content platform model

Christian Egeler took the audience through the Verizon envrmnt learnings, and how they have applied to the studio’s growth in areas that include their Social VR platform. The envrmnt cross-platform SDK has gained traction in the industry, including with the March, 2017 issue of Cosmopolitan magazine, which includes an AR app, a native app, and integrated envrmnt SDK so that trigger images are easier to recognize. Egeler also showed an Alpine Village demo with dynamic updates (first showed at the Amazon Web Services Invent and Nvidia conferences). He hinted at the possibility that envrmnt might release a “build your own” 3D engine later this year. A VR experience produced for Super Bowl LI was also demonstrated.

Christian Egeler shares learnings from Verizon envrmnt’s studio work, and showcases new work, including its Social VR platform

The audience, mostly comprised of producers, was intrigued by the experiences that the three presenters had. The lively panel discussion dove into issues surrounding the growth of an industry that still has yet to standardize areas of production and post-production, as well as the growth of WebVR, in the wake of a still-early headset market.

Paul Cheung during the panel discussion

Mina Salib (right, speaking), program manager at the NYU Futures Labs, introduces the audience to new opportunities at the Labs

Paul Cheung (rear of photo, against window), and Alissa Crevier (right front), address audience questions after the ‘VR for Producers’ event