InterBEE REVIEW2016
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104This session was moderated by Mr. Shun Kubota, Editor-in-Chief of the “Mogura VR” web media platform that dispatches 12-13 pieces of VR-related information per day, together with panelists Mr. Toru Watanabe, of the “Watanabe-ka” 360-degree video creation studio, and Ms. Chiaki Mishiro, CEO of eje, Inc.Mr. Watanabe explained that the motivation behind starting VR production was initially that he worked with a 360-degree camera to produce a PR presentation video using VR. Currently, Mr. Watanabe is personally working on 360-degree video planning, shooting and editing, and his works have even been posted on YouTube. He has produced all kinds of content, including date style contents, 360-degree underwater videos, live music performances, and production/direction of music videos.Regarding the characteristics of VR video contents, Mr. Watanabe points out that there is specialization in “personal experience”: “Ulti-mately, we have to count back from the point of considering how we want people to experience VR productions, and then design stories, plans and VR spaces from that starting point.” Ms. Mishiro explained that she first encountered VR when working with QuickTime VR while in a PR role as a photographer. Thereafter, she founded eje in 2004, and has since achieved many results in proposing VR to busi-nesses while working on the planning and production of creative contents, etc. She also added that the idea of “wanting to convey Japan’s tangible and intangible cultural assets to the world through VR” sprouted while working on VR contents filmed on-the-spot in diverse genres, including the scenery of Osaka City and underwater film shooting.Her company eje has launched Japan’s first VR portal: VR CRUISE, which covers a wide range of genres including news, sports, and live artist performances. She is also working on installing VR experience spaces called Location VR in net cafes, karaoke and commercial facilities, etc. to give people opportunities to easily experience VR. Moreover, Ms. Mishiro explained that eje is also involved with the international “VR 4 good” movement, which deliv-ers VR as a social service, for example by giving disabled children the opportunity to connect with animals in zoos, etc.In response to Mr. Kubota asking about the differences between VR and conventional media, Mr. Watanabe said: “Movies and photos provide a vicarious experience from someone else’s perspective, but VR is actually experienced by the individual viewer. Since the very images depend upon the person’s head movement, this is signifi-cantly different from looking at things from another’s perspective.” He also noted that a feature of VR is that multiple participants can share the same space but see things from their own unique view-points, although he also pointed out the important of performance, suggesting that “without changes of its speed and pace in the move-ment just like in a theater play, the viewers will be left behind. Partici-pants tend to fall into the trap of having the impression of merely looking at things from outside. It will be important to determine how to produce an emotional responsive reaction within a story.”Ms. Mishiro noted: “Even in the virtual world, it is important that your character is set out. A date setting might be easy to understand. A good-looking guy arrives and the story progresses from there. The participant’s emotions will be heightened by skillfully using within the story a performance that utilizes a sense of distances, such as being whispered to, feeling chills, or staring and feeling awkward.” With regards to camera positions, Mr. Watanabe explained: “It’s also necessary to adjust to suit the stance and height of the viewer. Images are produced differently depending on whether the viewer is standing or sitting. The experience will be strange unless we can assume the height of the viewer’s perspective.” Ms. Mishiro added: “When installed centrally, the scene and distance become their actual size and are not interesting to look at, so it has to be skewed to one side.”As for future development, Mr. Watanabe says that development of contents adding bodily experience through vibration and inclination, etc. is proceeding apace in addition to VR image-based expression. With the “MX4D” chair that conveys vibration and inclination, he adds, the degree of experience will be increased to three times, or even to four times.Ms. Mishiro concludes: “There are so many things I want to try. On November 23rd, a Gundam VR experience was opened. At that time, we had the cooperation of a Gundam specialist sound effects com-pany, resulting in wonderful sound production. I hope we can produce more contents that make effective use of audio.”VR pioneer: “Will Video Evolve with VR? The Switch from ‘Viewing’ to ‘Experiencing’”1:00 PM - 2:00 PM, Friday, November 18th

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