It's no surprise considering Jump and more recently, GoPro's
announcement  of Odyssey, the first camera array for the Jump system.
I was just at YouTube Space L.A. last night and they are all drinking
the 360° Koolaid, for sure. Which is great news for Virtual Reality,
as they've been funneling so much $ into exploring the tech.

Hello, by the way, Everyone!

Been silently reading this mailing list for a short while. I'm
Michelle, a traditional filmmaker who has been spending every waking
moment for the past 3 months learning, experimenting and transitioning
into being a VR filmmaker.

The spatial audio side of things melts my brain even more than
learning the video side of 360° and 360° 3D and how to record it in
live-action (and later possibly add CG 3D elements as well). I've shot
many, many tests, but there's still so much more to learn. Experience
as a filmmaker only goes so far. I also was a sound board operator at
Sea World in the early-to-mid-2000s. That's the extent of my audio
knowledge, which isn't very up-to-date.

About to shoot my first real narrative 360° project this weekend. I
purposefully wrote it to have only one person speaking on-camera so
that it can all be ADRed later. I figured I'd make sure to get
separate tracks recorded of all my audio (main actor lip syncing,
zombie noises, foley, room tone, etc.) and worry about it later.
Hopefully find someone who knows what they're doing or (gulp)
personally take on even more software to learn (preferably not, as
I've already had to learn Skybox Studio for After Effects and Kolor
Autopano).

If anyone could point me in the right direction on where to move
forward after shooting a project and recording the audio elements
separately, I'd greatly appreciate it. Or if anyone would like to work
together, you can contact me too. These are two short clips from some
test pieces I'm working on (no spatial sound)*:

1. VicoVR Demo at VRLA: https://youtu.be/9JpMCjYtCXs
2. The Sims 4 Music Collaboration with YouTubers: http://youtu.be/Wuoi0zjS01U

*360° Videos: Drag your mouse on Chrome, move your compatible mobile
device all around you, watch with GoogleCardboard, or a VR
headset/HMD. It's been hard enough learning stitching, equirectangular
conversion of 2D motion graphics, the camera array hardware itself,
but... the truth is spatial sound (and making it dynamic/change when
the viewer moves their head) and 360° 3D are the next two challenges
to tackle! Any input, guidance would be immensely appreciated.

Thanks!

Michelle Osorio
Professional Geek

http://www.youtube.com/kill9tvhttp://facebook.com/michelleosorio


On Wed, Sep 9, 2015 at 11:23 AM, Michael Chapman <s...@mchapman.com> wrote:
>> It doesn't sound quite the most robust title, really - either
>> tautologous or self-contradictory?
>>
>
> Strange, a bit like Beechams registering "Beechams Powders" or
> Coca Cola registering "Coca Cola Lite" or
> Renault registering "Renault Clito",
> what's the point ????
>
> Michael
>
>
>
>
>>
>> Richard Dobson
>>
>> On 09/09/2015 18:01, mgra...@mstvp.com wrote:
>>>> From yesterday's tech news headlines: Google Files Trademark for
>>>> '360-Degree Spherical Audio' Software
>>>
>>> http://www.omgchrome.com/google-dynamic-virtual-surround-sound-trademark
>>>
>>>  Sadly, no technical details offered.
>>>
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