Research

Our researches

BrainDigital’s immersive contents are videos of environments that simulates a physical presence in places in the real world. During playback or transmission, the spectator has control of the viewing direction. We will be focus with a stereoscopic Head Mounted Displays (HMDs) using technology that will be massively distributed in the home consumers in the coming years. Our positioning is to provide the premium level of highly realistic audio, high resolution and picture quality, in addition to support for natural user interaction.

Technology

ACQUISITION

BrainDigital integrate all the most accurate components from cameras, microphones and transmitters to provide the best quality of multimedia and compatible with the standards Head Mounted Displays at home. We adapt each scene to the needed FOV (field of view) which unfolds 360° horizontally and 180° vertically at the observer’s physical location.

PERSPECTIVE

With the drones technology, the viewers could fly like a hawk, an exclusive and brain new way of feeling the movement. Ambitious and different flights could be realized on your seat. Regarding small movements, three-axis gimbals are used in stabilization systems projected to give the camera operator the independence of handheld shooting without camera shake or vibration. Their biggest advantage is that electronic systems do not suffer problems such as abrupt changes of speed, gravity or g-force in corners for example.

DATA MANAGEMENT

The content is captured from multiple cameras, stitched, edited and then encoded for transmission. Once delivered, it is decoded, projected and rendered on the HMD video display. The flow of data is managed through video software and graphic processing servers to cover events with millions of simultaneous viewers. In between, BrainDigital will also improve the quality of the videos regarding shake, backlights, and colours’ corrections.

Poof of concept: Overview drones and cars

Neuro-psychology

VISION

One of the biggest challenges for VR is reducing the “motion to photon” latency that is the amount of time between an input movement and the screen being updated; a value of less than 20 ms or less is needed to avoid the user feeling sick. However, increasing resolutions without taking today’s HMD technical limitations into account does not necessarily make the quality of experience better. Human eyes with normal acuity are saturated with detail when about 60 pixels per degree (PPD) is available. In order to improve the quality of the experience, higher resolutions are therefore necessary

CONCENTRATION

The key intent must be not to force the user to look in a specific direction, but to leverage his unconscious attention As VR provides endless possibilities to produce effects, but we should avoid of overwhelming the user. Ensuring that the shot is interesting in all directions is a must. Users react better to short forms from 5 to 10 minutes. VR provides a higher degree of user experience and offers a futuristic form of content but requires more efforts.

INTERACTIVITY

Although technology is empowering us to create more and more interaction, this is not always necessary. The answer is in finding the right balance between producing a conversational interface and interactive features, and encouraging free navigation by the user. It is important for any story to be coherent, and sometimes too many interactions create a sense of disconnection with the story.

Poof of concept: Porsche 911 GT2 – low resolution

Creativity

REDEFINING STORYTELLING

We have to rethink the way we tell our stories in order to draw the user in. The user needs to be able to play an active part in the reality that we have created. We no longer produce linear content: we are now producing full experiences, in which users can participate. The art for the storytelling is to create a high level of immersion. Close-ups, camera movement and super-fast moves are difficult to shoot. If we want to create a sense of intimacy, what works best is camera proximity. The experience and geographical elements of the story need to work coherently and yet not be overwhelming.

EXCLUSIVE SUBJECTS

Not all stories are a good fit for a virtual experience. There is added-value when the user will be able to experiment with something that he wouldn’t be able to do in the real world. Another example of stories worth being told are those in which the virtual experience allows us to create emotions or a greater sense of empathy as extreme risks or terror.

AUDIO AND MUSIC

A realistic 3D, positional, surround audio accurate to the real world is important to make the VR experience immersive. VR audio applies spatialization in order to present sounds from any direction to provide the users with cues on where to look next and with a natural listening experience; in addition, the ability to track the user’s head orientation and position is crucial.

In a film, the dialogue and action tell us what the characters are thinking and doing, but the music can tell us what they are feeling. According to neuroscience experiences, a film composers learns quickly is that when it comes to emotions, humans beings are much more music-driven than they are visual-driven.