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Adobe's path to entering the Virtual Reality story




For filmmakers, the blending of creative and technical aptitude has been beneficial. But there’s a limit, one that has more elements than the kind of rigs you use, or the headsets they will eventually populate. In the center of all of that, there is software. Until recently, the pioneers of Virtual Reality storytelling, especially live action, were using the digital equivalent of baling wire and duct tape to tell their stories. For the Adobe Video Team, it was hearing multiple times that video creators were using Premiere to edit VR that sprung them into action.

Last April, Adobe announced it would release VR editing capabilities into its Premiere Pro software. But to get this far, the team had to be comfortable with a whole list of ifs.

If audiences are going to be interested in Virtual and Augmented Reality stories, beyond the initial novelty, really good narratives must draw them in like any other media.

If filmmakers are going to create those great immersive stories, they need to put their energies into inventing new possibilities for the headset.

If that is going to succeed, an even wider range of creators, both professionals and enthusiasts, must experiment with, and ultimately deliver, content that audiences need to consume and want to discuss.

If creators are going to do that, they need intuitive software that will enable experimentation and iteration close to real-time and at high capacities.

If all of that happens, software will become, as it so often is, a quiet center of the Virtual and Augmented Reality revolution. Adobe and their partners’ would want to be there for that, of course. As one of the leaders of a powerful crossover market (enthusiast to professional editors), the chance to ease users from the flat screen to a spherical one ensures they would keep pace with a rapidly changing creative need.

The state of play, and understanding how to create a whole world, that’s the magic Adobe is trying to capture.

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Visual Effects made the return of some iconic Star Wars characters possible
The Academy of Motion Picture Arts and Sciences released its shortlist of 10 movies that will vie this year for the best visual effects and Rogue One: A Stars Wars Story made the cut. But when members of the visual effects branch meet to review footage from the film, they’ll have more to consider than just the new planets and warring spacecraft that have been created for the film.

Hollywood is terrible at making video game movies
Four successful video game series produced 4 unsuccessful movie adaptations. What gives? 2016 could have been the year that movies based on video games finally leveled up. Instead it was the year that Hollywood proved over and over again that it can’t make a video game movie that’s any good.

Netflix will double its original series in 2017
2017’s Netflix’s original programming lineup will grow to up to 1,000 hours, more than doubling from 2016, and “that’s a conservative measure right now,” said Sarandos, speaking at the UBS Global Media & Communications Conference in New York.

Get ready for multisensory Virtual Reality
While the typical VR rig only deals with the senses of sight and sound, our bodies and brains engage with the world around us with a full suite of senses. By mapping other sensory experiences to VR experiences, developers could make things far more realistic and increase the devices' powers of teleportation.

Episodic virtual reality content is the future of VR
What was television like before episodic narratives? The development of serialized content transformed traditional entertainment media and virtual reality startups are now hoping it will do the same for their market.

Bollywood explores different ways to tell movie stories
Hollywood has been using film tie-ins – such as comics books, animated TV shows, video games and novelisations – for years to help movies reach wider audiences or expand their stories. Bollywood, however, has been slow to get in on the act. One growing Indian film franchise is now hoping to show others how it is done.

Film company co-founder on turning passion into profit
When Simon Kreitem shot a documentary about the final moments leading up to the launch of London’s O2 Arena, he was well aware that it could also be the final moments of his film company.

Why you'll be able to watch new movies at home sooner than ever
Movie fans will soon be able to watch their favorite flicks at home much sooner after they hit theaters. In a potential boon to users of Apple TV, Roku and other online set-top boxes, Hollywood studios are negotiating to reduce the so-called theatrical window to just two to four weeks after a movie’s release, according to one analyst.

Oculus is breaking every rule, in a bid to make virtual reality better
Oculus is a company that refuses to play by the rules. After finally launching its consumer headset, the Oculus Rift, back in March, the company is now preparing to launch another piece of consumer hardware, the Oculus Touch controllers.

The accelerating inspiration cycle
Dean Takahashi moderated a panel on the connection and inspiration happening between games, sci-fi, and real world tech at the Montreal International Game Summit. Panelists included Jonathan Morin, creative director at Ubisoft Montreal; Sebastian Alvarado, cofounder of Thwacke Consulting, science advisor for video games; and Andre Vu, executive brand director for the Deus Ex franchise at Eidos Montreal.

Exporting Saudi Arabian culture through film
A new initiative has Saudi Arabia introducing a generation of young filmmakers to Hollywood, while offering Americans a glimpse into their enigmatic culture. Despite a lack of commercial cinemas, film schools, or studio systems, a grassroots filmmaking scene is rapidly emerging in Saudi Arabia.

Nabil Elderkin: the man who captures the stars for album covers and music videos
Kanye West, the Weeknd and Bon Iver all owe a large part of their visual identity to the man who shoots their album covers and videos. Now, with a forthcoming movie, Nabil Elderkin has set his sights on Hollywood.

How TV shows are made
2016 has provided a bumper crop of compelling TV content. And all of it has to actually get written, shot, edited and distributed. BGR caught up some of the folks at CBS Digital, a creative studio and production entity within the CBS Television City studio complex in LA to get a look behind the scene.

Hollywood needs a new timetable to avoid the year-end glut
Academy Awards attention is supposed to help the movie business. But the math isn’t adding up. This year, there will be 15 films opening Dec. 21-28. That’s more than double the number from 2015. In November and December, 44 films will open, up from 34 last year.

Google’s Pixel campaign is bringing its brand reputation to hardware
It's so simple. That search bar. It's just a blank rectangle, and yet as soon as we see it, we know exactly what it is, what it's for, and how it's become an integral part of our everyday life. That search bar is also the star of Google's newest global campaign to pitch its newest foray into hardware, the Pixel smartphone.

Lessons that video games could learn from television drama
Game designer and programmer Brie Code wrote an interesting opinion piece for GamesIndustry.Biz, entitled “video games are boring.” The article questioned pretty much all our assumptions about what games are, how they work and what they can do.

China passes law to ensure films 'serve the people and socialism'
In development since 2011, China has passed new laws that ban film content deemed harmful to the “dignity, honour and interests” of the country. It also encourages the promotion of “socialist core values.”

How does the UK TV Industry equal its US counterpart?
Most things are bigger in America: portion sizes, buildings, roads, the TV industry. Bigger, however, does not always mean better. The problem is, in the case of the television industry, it does, according to Gemma Scarascia.

User-generated VR is poised to be a dominant market force
VR is all the rage these days, with much attention focused on innovative professional VR content and the high-end tools needed to create it. However, The User-Generated VR Revolution, a new study by Suite 48 Analytics, hosts of the annual Mobile Photo Connect conference, looks to the many innovative VR cameras and smartphone apps coming to market that enable users to capture 360° photos and videos.

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