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Everyone in Silicon Valley is interested in immersive experiences, from virtual reality to 360-degree video to holograms. Most of the major projects, like Oculus Rift and Microsoft HoloLens, are devices that address how consumers will interact with virtual environments.
Google Jump, unveiled at the company's I/O developer conference, deals with the other side of the equation: How will content creators be able to easily create media for these elaborate headsets? VR headsets are very impressive in canned demos, but � as Mashable product analyst Raymond Wong observed with the Samsung Gear VR � the device gets boring pretty quickly if you run out of stuff to do.
SEE ALSO: Google launches Expeditions so teachers can take students on VR field trips
Jump is all about making more of that stuff. The camera system, which Google is open-sourcing, provides a way for creators to capture high-quality 3D video relatively easily. "Relatively" because you still need multiple cameras to do it � the first Jump camera, made by GoPro, has 16 of them. But Jump does the heavy lifting of ensuring all those cameras are synchronized, not to mention splicing all the footage together.
Immersive, 360-degree photos and video have been around for a while, but Jump takes them to another level. Not only does it build a spherical video with the footage from multiple cameras, but it also makes it stereoscopic, meaning all the objects appear to have depth, like a 3D movie all the objects appear to have depth, like a 3D movie.
The results are startling. In a Jump demo at Google I/O, I donned a Google Cardboard headset to watch a 360-degree video of the inside of a motorcycle repair shop. At the touch of a button, the video switched from a "flat" version, where everything in the video looked like it was projected on the inside of a sphere, to one where all the objects looked like real objects that I could touch.
It's the difference between watching a movie of a room and being in a room. The demo switched from video to video, each one designed to show the lifelike 3D qualities of the video: One segment put me in the middle of a Japanese gondola gliding up a mountain. I felt like I should be able to touch the people around me or get their attention by waving.
Google Jump
The prototype camera GoPro created for Google Jump.
Jump only stumbles when it runs into the limitations of Cardboard. Any movement increases the distortion greatly � much more than you would expect from normal motion blur. And the Quad HD display of the Samsung Galaxy S6 within the headset was great, but I could still see pixels. State-of-the-art phones can produce a barely passable VR experience, but we're a couple of years out from something that could really be called "reality."
The first Jump cameras will clearly aimed at professional content creators (it's not like the average person can afford 16 GoPros). But the point is that those that do invest the money will be able to capture high-quality 360-degree videos with almost as much ease as sending a snap to a friend. And since YouTube supports 3D video, the distribution system is already built.
Thanks to projects like this, we may have the answer to what the rest of us will do with those silly headsets if we're not interested in gaming. Jump could end up being the leap forward that VR is looking for.
Have something to add to this story? Share it in the comments.
This site is an experiment in sharing news and content. Almost everything here came from email newsletters.
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2015/05/29
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