While
we struggle to create the 3D tactile world of making and manipulating virtual
objects to create or repair or entertain, we can through today’s AR HMD’s achieve
through holography the first steps of control and creation. Snap, and even AR Kit are showing rapid
progress of allowing 2nd generation UGC, where the user begins to
create their own effects. This is
allowing Gen Y and Z to become in their homes and hangout spaces to develop new
skills and ideations. They are the new
artists, not for money but for likes and social – for now. That is a marketable skill and they will push
the boundaries.
In
the near future, when an VFX 3D artist wants to create the next great
protagonist, that character will not be
drawn with a pen, but with virtual clay by the artists hands and voice
commands. Tony Stark and the Jarvis
UI are the future that engineers and artists alike long to use as the palette
of the creative universe. The 2D
creative world is limiting in both imagination and technical possibilities, but
also in the efficiencies of time. Physics and textures, water and fire, will be
just another object that can be applied in real time, in visual space with the
look and feel of rendered final product, but the flexibility of early stage
trial and error development. As these
tools are tuned and perfected, the demand and opportunity to offer to the
external market will grow. What they
need are cloud-based asset management, edge and core compute, storage, and the
latest HMD’s. The mobile app will
suffice for a while, but as the next idea goes viral, scale will matter.
There
is a comfort knowing that there is not a foreseeable end in the theatrical
experience and revenue in the coming years, but long form high value production
is not the future of the industry. With
the release of the MP3, and the ability for anyone to distribute their personal
music, the industry eventually changed the way artists are found. Today fans are frequently more aware of new
talent than the industry expert is.
Award ceremonies are increasingly including the Internet popular
talent. YouTube has become to go-to
channel for today’s youth for learning, communicating and listening. More and more creative and talented people
will continue to tell their story and the amount of such user generated content
(UGC) will eclipse the number of hours created by the established studios. Webisodes will become more mainstream as will
non-traditional businesses that embrace the original content in multi-episode
formats. The future of content is not
long form, but in UGC, and the prosumer and amateurs are continually looking
for better tools to polish and produce their own high-quality content. What was
once the bastion of high quality post house, the studios will give way to the new creatives until the consumer will
not discern production from amateur. Social media Tools like kickstarter will
continue to allow outside creative talents to push the envelope and pull the
mainstream toward the user.
Linear
TV, carriage contracts, through the middle delivery, are already fading as the
primary source of content. Netflix and Prime
have changed how content is created, consumed, binged, without borders or
geofences. Cable (i.e. HBO) is no longer the exclusive
land of boundary challenging content. Youtube
and the coming me-too’s are hosting the next generation of content. Distribution channels are become less relevant,
and just as the term DJ was recycled from the 70’s song chooser to audio creators
and producers, tomorrow VJ’s will be the creatives who can cut and splice
video, VR, and visual content. They are
the new curators of experience, not EDM, but social visual experiences for the
masses.
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