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Slide Notes

Since the dawn of human history, mankind has been relying on narratives to pass-thru knowledge, entertainment, passion, fear, inspiration, etc.

Our ancestors used oral stories as long as 300.000 years ago. As they moved to the caves, they started to use "rupestre painting" to illustrate their assignments, their stories (50.000 BC), the first form of "frame" narrative.

The Greeks evolved from oral stories and painting to theatre, what I call "the first 3D storytelling".
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FLAT WORLD - II

Short story of human narrative and the future of storytelling

PRESENTATION OUTLINE

FLAT WORLD

the story of human narrative
Since the dawn of human history, mankind has been relying on narratives to pass-thru knowledge, entertainment, passion, fear, inspiration, etc.

Our ancestors used oral stories as long as 300.000 years ago. As they moved to the caves, they started to use "rupestre painting" to illustrate their assignments, their stories (50.000 BC), the first form of "frame" narrative.

The Greeks evolved from oral stories and painting to theatre, what I call "the first 3D storytelling".

Adding 3D

  • Filippo Brunelleschi
  • Nicéphore Niépce
  • Lumiére Brothers
In 1404 at Italy, Filippo Brunelleschi created the linear perspective, adding 3D to "the frame" and allow to direction the focus on the narrative. He opened up new possibilities for painting, which also led to the creation of photography by Nicéphore Niépce in 1826, and to the creation of motion pictures at 1895.

But the humankind still rely on the frame to create all kinds of narratives.
Photo by Cea.

THE FRAME

WE AS PASSIVE SLAVES
Limited by the frame we created the wonder. Cinema possibilited to achieve the beauty on storytelling to its best. Photo quality and more recently HUMAN EYE photo quality put us "inside" the movies.

WE ARE READY FOR THE NEXT STAGE OF STORYTELLING EVOLUTION.
Photo by dualdflipflop

panoramic video

SET THE FRAME FREE
In 1843 the first panoramic photo was taken. Once the negative was revealed the photographers understood the problems to use "frame" based equipment to create panoramic images. Terms like parallax, nadir and zenith points were early incorporated to the panoramic photography, but nothing was made in order to set the frame free.
Photo by zo1dberg

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Hollywood was just introduced to 270 degrees screens. Barco and Christie Digital are the leaders of this new market.

THE DAWN OF VR

AND HOW OUR WORLD WOULD NEVER BE THE SAME
Google, Facebook, Apple, Lucasfilm, Dreamworks, Sony, among other big entertainment companies are betting on VR as the "new medium".
Facebook predicts that 500million users will be on VR in the next decade.
Google are leading a new holistic narrative, with their initiative called Spotlight Stories and aiming into AR experiences too, with Magic Leap.
Dreamworks and Lucasfilm are experimenting animation and Computer Graphics on virtual reality.
But the lack of a great panoramic/Virtual Reality camera is a great opportunity for truly innovators.

THINKING OUT OF THE BOX

Our statement is to bring the photo quality (human eye) to Virtual Reality experiences.

The challenges are HUGE. We dont have a VR Camera, we dont have a VR film software editor, we dont have a VR CG software just to mention a few.

90Bi USD

the eager of film making
Cinema industry is avid to bring back the audience to the theaters.
Photo by Peter E. Lee

100Bi USD

Game industry is avid to immerse the users into the game experience more and more.
Photo by astio

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Google is leading monitor miniaturization, which make us guess what lies on VR future.

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In the last 5 years I've been directing and creating panoramic video and Virtual Reality experiences for brazilian, south american and north american clients.
I produced and directed more than 100 panoramic films since 2010, generating more than R$ 4,5mi in revenue.

What we need

  • Create a VR specialist team
  • Software Development
  • Hardware Development
  • Content Development
1. to start up a company with 2-3 people and buy equipment
2. a VR team of 5 people (1 engineer, 1 designer, 1 creative, 1 producer and 1 film director)
3. VR player (multiplatform), VR plugin (for industry standard applications), VR FX (stabilization, realtime render engine)
4. camera development, additional accessories
5. create our own VR content to sell in FB, Google, Sony, Samsung hubs.

OUR GOAL

  • USD1mi sales in 12 months
  • USD 3mi sales in 24 months
  • USD5 mi sales by the end of 2018
1. Games would use our camera to recreate the world as it is. No more non-realistic world recreation, but video realistic.
2. Films would be recorded with our cameras, to complement or to full feature panoramic movies.
3. Virtual Reality would use our cameras to recreate the real world into movies, experiences, generated worlds, etc.
4. Defense, Surveillance, Forensic, Education and hundreds of other markets would use our camera.
Photo by ecstaticist

USD 150bi in 2020

According Digi-Capital, the VR/AR market could generate USD150Bi in 2020.