360 videos are a childhood dream that comes true.
To find yourself immersed in the very heart of a film, is the wish of any movie aficionado!
Today, we are there: the cameras are there, the apps are there, and the broadcast service platforms are more and more numerous.
So why did not the 360 video really take off yet?
Because the 360 video still suffers from a terrible defect: the picture is not pleasant to watch.
Watching a video with a “smartphone-friendly” headset glued to the eyes is heavy, literally and figuratively.
The headset plus the smartphone weigh hard on the nose. The system is not practical: you have to remove the smartphone from the headset to go from one video to another, then once the new video has started, you have to put the phone back in the headset, and sometimes set it up again so the image is sharp.
Obviously, I could buy an Oculus Rift helmet. Well, before that, I’d have to rob a bank, and it’s not in my plans for the next few weeks.
Comfort is not at the rendezvous, and neither is the content …
The sensors of the 360 cameras on the market are all roughly equivalent, that is to say mediocre, apart of one or two cameras.
It is still possible to find quality devices at affordable prices (a pretty penny and a half) for small production agencies, below 10,000 dollars.
Some agencies therefore use good tools, and adapt the device according to the situation: poles, drones, motorcycles, helmet or belt fasteners …
They end up with beautiful images, but … yet, the count is not there.
Sometimes, not to say all the time, the actors play is mediocre.
Often, the scenario is non-existent, or too simplistic to be interesting.
Sometimes the image is fine, but the post-production editing is not adapted: with jumps of sequences every 10 seconds, how to have time to discover the decor?
The real problem is that by creating these 360 images, we forget the most important thing: user experience.
Yet it should be the focus of all attention when creating 360-degree movies. Video game companies understood this a long time ago.
It is from the viewer that one can construct a virtual reality experience or videos worthy of being designated as movies.
We must rely on the work of the first directors who, just over a century ago, have also had to reinvent photography, to adapt it to the moving image. Just as photographers had to rely on the work of painters to invent new codes, specific to photography.
The realization of 360 video is above all a huge and exciting research field for filmmakers, especially for fiction.
The universe of video games is a pillar, cinema is another. From these two pillars, we must now try, test, deceive ourselves, start again and again. Check what works, and especially check what does not work.
On the broadcast side, it is still necessary to improve user comfort, maybe even invent new tools to broadcast 360 films.
Everything has to be done.
Everything has to be reinvented!
*translated by Google*