It transforms your action-cam with a giant viewfinder
It transforms your action-cam with a giant viewfinder
GoPad also enables your tablet to mount on a tripod
Is this the ultimate selfie stick?
give you
Even big cameras are comfortable to wear and use hands-free
And now for something completely different...
Please note that this website is still Under Construction
DJI's handheld Osmo was already an amazing device
The GoCam includes a quick-detachable GoOsmo adaptor that enables the Osmo to mount onto one of the GoPad's front corners.
The GoOsmo upgrades a standard Osmo into the world's most versatile high-performance wearable camera. You can either hand-hold it or wear it.
That enables a revolutionary new device
GoPad solves a big problem for drone pilots
drone pilots needed an extra pair of hands
And wearing it makes the Osmo even better!
Here's another drone problem that's easy to see
It's blindingly obvious!
100 years ago people had a simple solution
Our version of it for GoPad isn't quiiite ready to unveil
But we're refining an uber-cool prototype (see hint above : )
To hold and operate their controller effectively
Where GoDrone is Going
In a heartbeat, you can switch between the Osmo's handheld mode and its new wearable mode; it's as quick and easy as hanging your coat on a hook.
Pluck this new kind of camera off the GoPad and hand-hold it for chasing action scenes. When you're finished, just hang it on the GoCam again for slower stop-and-go sessions.
Here's how it Works
The GoPad's asymmetric wearing harness spreads the weight diagonally across the user's back so the Osmo is comfortable to wear and use hands-free for long periods.
In both its usage modes, the tablet acts as a giant viewfinder for capturing images AND it's a wearable workstation for processing them. It's the next step in action-cam innovation.
It's a match made in heaven
GoPad + splitGoOsmo = a new kind of VR
When they work together on a GoPad
The Pentax and DJI are a Dynamic Duo
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Creating a still VR panoramic map is easy with the Osmo
But telling a moving story in VR poses a bigger problem
People can't look in all directions at once
Google's Street View was and still is the quintessential Virtual Reality application. It's VR's Killer-App because it uses the "first person" image perspective to explore the real world. You are always in full control of where you go and what you see. Street View is also the King Kong of VR because a very close analog to
that brought first-person VR to everyone's attention. It gives the user full "First Person" control of where they go and what they see. Street View is an ideal application because when navigating in the real world the first-person perspective works perfectly. All directions and views of the local world are potentially of interest. it's important to see whats behind you (perhaps there's a parking lot across the street?)
- KEEP EDITING
Its outstanding performance and utility created high expectations that first-person VR would become ubiquitous throughout our digital world. In real reality, the preceptual limitations of humans makes it very difficult to do
"First person" video gaming are also a Killer-App niche for VR; it too exaggerates how well 3D panoramic viewing technology can be adapted to more general media applications.
Attempts to deploy full-motion VR into more traditional "story-telling" applications will run into a fundamental roadblock posed by human ergonomics. The quadrocular creature above illustrates why humans aren't equipped to perceive panoramic 3D VR that tells a story.
The movie director's dilemma
Creative people like Shakespeare need a stage on which to tell their story and the first-person perspective that works so well for mapping and gaming simply cannot provide a proper venue for creativity.
tell their story through the eyes of only one of its actors; they must all be placed upon a stage so that the audience can understand how they interact as the story-teller's tale unfolds.
KEEP EDITING
Watching and controlling the First-Person Jungle Book panorama on the left and the Avatar VR clip on the right reveals why attempts to shoehorn First-Person VR into a movie theater format will actually degrade the user-experience and grasp of any creative story-telling.
- Describe the problems of using fisrt-person perspective on the the discussion grooup
- Describe teh even bigger problems of first-person in teh 2D screen used by Jon Favreau as he tells the Jungle Book story. How to Show Mowgli and Balloo dancing: where is the observation point inteh panorama and how can the audiense see all teh players when some of them are out of view behind them?
- Describe teh VT in Avatar where the audience entrust their experpience to James Cameron as he decides the best way to portray hte actionJake Scully might perceive the Pandorian Princess Neytim through his own eyes for an instant but then the perspective might jump over to her so the audience can see the expresion on his face as he moves int eh story. Control over thsoe perspective can only be under the command of hte story teller. Cameron was the Captain of the ship and the movie goers were his passengers as he plotted the course: only chaos coudl ensue if each passenger coudl spin the view withteh swipe of their mouse or by trurning the headset.
- Describe why stereo is the ideal VR element to add to the creative toolbox. It why splitting teh GoOsmo with mirrors makes so much sense
- Describe the proliferationos camera's that collect full first-person datasets (OZO, and others
- The GoOsmo is for static panoramas but it can also observe narro sector of full-motion stereo video so it's a hybrid device quite unlike the multi-sensor cameras
-EDIT TOGETHER TOMORROW
A solution to the director's dilemma
VTI has devised a way to greatly mitigate the problem faced by creative directors who attempt to use process data in a far more efficient manner. A patent application being prepared
EDIT TOMORROW
Compare these two modes of engaging with Virtual Reality
Panoramic-only story telling
Stereo-only story-telling
They illustrate the VR movie director's creative dilemma
There's a Big Problem and a Simple Solution
Telling stories in Virtual Reality
Here's some expert advice for VR story-tellers
Here's why
According to Shakespeare: good story-telling can only happen on a stage
Here's VR's big story-telling problem
There's no stage!