What we talked about at the Wan-Ifra virtual reality journalism workshop

Deniz Ergürel
Haptical
Published in
6 min readJun 15, 2016

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“Is virtual reality a fad, or the next big computing platform? Can virtual reality enrich journalism? How can we develop VR journalism apps and generate new ideas to make a significant impact in the future newsrooms?”

These were some of the questions that we addressed at a 3 hour VR Journalism workshop in the 68th World News Media Congress. Organized by Wan-Ifra, the event took place in Cartagena — a beautiful seaside city in Colombia.

Speakers

Workshop team at the 68th World News Media Congress in Cartagena, Colombia

“5 Key Concepts for Storytelling in VR” by Matt MacVey

Matt MacVey — VR Producer / CUNY

Immersive: Wearing a head mounted display, viewers can feel like they are present in another place. This feeling of presence can be a powerful tool to take news audiences around the world.

First Person Perspective: Virtual reality lets journalists put audiences in another persons shoes in a new way. There is a key question to answer, “Who does the viewer represent? The reporter, the subject or a witness? Answering this question will help to manage the narrative.

Interactive: Virtual reality takes journalism beyond the clear beginning, middle and end that we are used to. Depending on the viewers gaze, each time they play through a virtual reality piece will be different. Virtual reality devices with controllers will allow even further interaction.

Editing: Virtual reality requires a new paradigm for editing. Instead of cuts, a viewer’s attention through the story and scene using audio and visual cues. Instead of a tightly crafted narrative, the viewer becomes a witness to a story unfolding around them.

Experiment: It’s important to bring an experimental mindset to virtual reality. Think of each piece as a hypothesis about how content might work in virtual reality.

“Why VR is the next frontier?” by Deniz Ergurel

Deniz Ergurel. Photo Source: https://twitter.com/farahchaudhry/status/742065025276383233
  • Every 10 to 15 years the computing landscape is reshaped by a major new cycle? In 1980 it was PC. In 1994 it was the internet. In 2007 it was the smartphone. By 2020 the next trend may be Virtual Reality and Augmented Reality.
  • When we think about the term “virtual reality” many may assume that it’s a technology coming from a future world. But the truth is, VR technology has been a part of our lives for a long time. As humans we’ve always been fascinated by the idea of living a life through someone else’s eyes. Virtual Reality is not a brand new idea.
  • The earliest forms of virtual reality can be found in the 16th century with the emergence of 360-degree artwork. Artists began creating 3D panoramic murals. Sala delle Prospettive by Baldassare Peruzzi was designed to give the illusion of reality when looked at from a certain point.
  • In the 1850’s inventors developed the stereoscope. The design principles of the Stereoscope is even used today for the popular Google Cardboards.
  • However, despite the long years of research Virtual Reality technology was still not good enough for the consumers. There are several reasons for this failure:

But by 2012, things started to change…

  • In 2012 Oculus VR founder Palmer Luckey created his first prototype VR headset and asked for crowdfunding on Kickstarter.
  • In 2014 Facebook bought Oculus VR for two billion dollars. A clear sign that VR is not only going to grow in gaming. It’s going to be “social”.
  • Same year Google, introduced “Google Cardboard” as a low-cost solution to promote the development of additional VR applications.
  • 2016 became the year that VR started to turn into a reality for the consumer market. Big tech brands like Oculus, HTC Vive, Samsung and Sony are introducing their consumer headsets. And Google introduced its mobile VR app store market “Daydream” — that potentially can turn billions of smartphones into a VR platform.
  • A study by Superdata estimates over 10 million users will have a VR headset in their homes in 2016. According to research firm Tractica, by 2020 more than 200 million consumer virtual reality head-mounted displays (HMDs) will be sold worldwide.
  • In a recent report, Goldman Sachs estimate $80 billion dollar VR & AR market by 2025 affecting 9 areas.

“Virtual Reality Journalism” by Nathan Griffiths

Nathan Griffiths
  • 360-degree videos are the most feasible option for VR journalism, both in terms of the production and distribution issues. We can publish 360-degree content on the web, cardboard or head mounted display (HMD)
  • There are three steps on 360-degree video production work flow:
  • Some notable work by AP Interactive Team:

The Second Line

In a city torn by gun killings, New Orleanians turn to a cultural cornerstone to spread a message of non-violence: a second line parade, brassy but mournful, bringing together people touched by the pervasive murder rate.

Seeking Home

This 360-degree, virtual reality video documents the camp in northern France where migrants and refugees hope to make it across the English channel to start a new life in the United Kingdom.

Known to residents as the “Jungle”, migrants have turned the rugged landscape into a makeshift town with churches, mosques, restaurants, and even a beauty salon. With winter approaching, local authorities struggle to cope with the influx as the camp grows more permanent with each day. Through the use of immersive technology AP is bringing audiences a close-up view of life inside the camp.

For more you can visit BIGSTORY.AP.ORG/VR360

“Live VR” by Helen Situ

Helen Situ. Photo source: https://twitter.com/wanifra_mihub/status/742077762035408896
  • NextVR is the largest broadcaster in live virtual reality content like major sports league, Coldplay concerts, presidential debate CNN and Time.
  • Using cameras with additional sensors, NextVR can also track data from the VR user experience to provide a better understanding of the audience
  • VR is entirely a new medium — transforming your audience from a passenger to a participant.
  • Wherever our cameras are is where you are. You can look in any direction as if you are there. Up, down, left, right to follow the action as you wish.
  • With traditional broadcasting, the reporter is the director but in VR audience decides where to look.
  • In a few years, VR will make today’s TVs outdated.

VR Journalism Project Apps We Experimented At The Workshop

New York Times VR > iOS, Android

RYOT > iOS, Android

VRSE > iOS, Android

Guardian VR > iOS, Android

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Engineering Project Manager. Tow-Knight Entrepreneurial Journalism Fellow.