Virtual reality is still far from the South African mainstream, but a new documentary will help give it a kick-start, writes ARTHUR GOLDSTUCK.
Only a lucky few people ever get to witness the great wildebeest migration in the Maasai Mara national reserve in Kenya. Even fewer have been in the heart of that migration, surrounded by thousands of the animals.
Now, the producers of a ground breaking new documentary hope to bring people into the midst of the experience, at least virtually.
Exodus: The Great Migration is the world’s first virtual reality (VR) documentary of what has been described as one of the greatest natural phenomena on Earth. And a small studio in suburban Johannesburg, Deep VR, beat some of the best funded international film-makers to this landmark.
Their achievement goes further: they also claim the world’s first narrated VR wildlife documentary.
“We decided that we couldn’t just wait for the future to happen, we have to become co-creators of it,” said Ulrico Grech-Cumbo, CEO of Deep VR. “We asked ourselves, how can we use this technology to foster appreciation, education and conservation for Mother Nature in a way no technology has ever allowed before? In a crazed leap of faith, we set out on the ultimate creative challenge for our first original piece: film the greatest mammal migration on the plains of the Maasai Mara, in VR.”
Grech-Cumbo has been a VR evangelist since long before commercial headsets were available to consumers He founded Deep VR in 2014, along with Telmo dos Reis, head of post-production. It specialises in producing high-end 360 degree video in 2D, known as monoscopic for the fact that both eyes see the same image, meaning there is no sense of depth, and in 3D, referred to as stereoscopic, meaning it gives a perception of depth. The first gives the sense of merely viewing a virtual world, while the second gives the sense of being inside that world. It has made commercial VR in 10 countries using its own self-designed camera systems. The Msasai Mara was the company’s biggest challenge yet.
“Having to self-fund this passion project was a humbling experience,” says Grech-Cumbo. “We went to the US to pitch Exodus to a well-known wildlife broadcaster, but got turned down. We experimented with a crowdfunding campaign and managed to raise enough capital for a few plane tickets to Kenya. That was just enough for us to decide, to heck with it, let’s commit.”
What followed was a case study in all that can go wrong on a film shoot. From authorities that wouldn’t cooperate to equipment that wouldn’t perform as expected to animals that did not conform to a timetable, it was a production that should never have been pulled off.
But, last week at the Circa gallery in Rosebank, the documentary finally saw its local premiere. The gallery was converted into a pop-up cinema for the screening of a documentary-about-a-documentary, which took viewers behind the scenes of the production – in regular 2D cinema. The short film, Made in the Mara, was directed by American film-maker Amy Montalvo, who journeyed with the Deep VR crew into the Maasai Mara.
During the making of Exodus, 360-degree cameras were placed at strategic points on the migration route, supported by flying drones equipped with high-definition cameras. Together, they captured the frenzy and the fascination of the migration, almost eliciting the smell of the dust thrown up by the wildebeest.
The audience at Circa was fitted with Samsung Gear VR headsets, to experience the VR documentary. Public screenings were due to be held at the same venue.
This will be the first in a series of wildlife documentaries by Deep VR. The experience and success of Exodus has led to the establishment of a wildlife division at the company, aimed at “telling original, self-funded stories about natural history, wildlife and the environment”.
To start with, it will film mass migrations of mammals, birds, invertebrates and insects across the globe. The most challenging of these is likely to be the story of the Amur falcon, a small raptor that breeds in Siberia, Mongolia and northern China. It then migrates in flocks across India and over the sea to South Africa.
The episode, to be called Exodus: Amur Falcons, will not only trace this 6 000km journey, but also introduce South Africans to a little-known aspect of their widlflife heritage.
* Further information about public screenings, as well as the VR documentary, Exodus: The Great Migration, and the Made in the Mara short film, can be viewed online at www.deepvr.co.za/exodus.
Epic Games brings a
Nite-mare to Android
Epic Games’ decision to not publish games through Google Play inadvertently opens a market to Android virus makers, writes BRYAN TURNER.
Epic Games, the creator of Fortnite, decided to take the high road by skipping Google Play’s app distribution market and placing a third-party installer for its games on its website. While this is technically fine, it is not recommended for the average user, because allowing third-party installers on one’s smartphone opens up the possibility of non-signed and malicious software to be run on the smartphone.
In June, malware researchers at ESET warned Android gamers that malicious fake versions of the Fortnite app had been created to steal personal information or damage smartphones. A malware researcher demonstrated how the fake applications works in the Tweet below.
Example how you can get infected by downloading #Fortnite Android app from YouTube video with 130K+ views.
This one send SMS to premium rate number and downloads another fake app. pic.twitter.com/pYj8GZoqoZ
— Lukas Stefanko (@LukasStefanko) June 21, 2018
While the decision to bypass Google Play was a bold move on Epic Games’ part, it has been a long time coming for app developers to move their premium apps off Google’s Play Store. The two major app distributors, Google Play and Apple’s App Store, take a 30% cut of every purchase made through their app distribution platforms.
The App Store is currently the only way to get apps on a non-modified iOS device, which is why Epic Games had no choice for Fortnite to be in the App Store. On the other hand, Android phones can install packages downloaded through the browser, which makes the Play Store almost unnecessary for the gaming company.
The most interesting part of this development is that Google is not the “bad guy” and Epic Games is no saviour to other game developers. Epic Games is a company with a multi-billion dollar valuation and has resources like large-scale servers to distribute and update its games, a big marketing budget to ensure everyone knows how to get its games, and server security to protect against malware.
Resources of this scale allow the game company to turn a cold shoulder to Google’s Play Store distribution and focus on its own, in-house solution.
That said, installing packages without the Google Play Store must be done carefully, and it is essential to do homework on where a package is downloaded. Moreover, when a package is installed outside of the Google Play Store, a security switch to block the installation of third party apps must be turned off. This switch should be turned back on immediately after the third party package is installed.
This complex amount of steps makes it less worthwhile to install third party apps, in favour of rather waiting for them to reach the Play Store.
From a consumer perspective, ESET recommends not installing packages outside of the Google Play Store and to ignore advertisements to download the game from other sources.
How to take on IoT
The Internet of Things (IoT) is coming, whether you like it or not and organisations today will look to platforms and services that help them manage and analyse the streams of data coming from connected devices, says RONALD RAVEL, Director B2B South Africa, Toshiba South Africa.
Today, we are witnessing an explosion in IoT deployments and solutions and are moving towards a world where almost everything you can imagine will be connected. While this opens the door to many possibilities it also comes with its own challenges such as privacy and security.
The Internet has become an integral part of everyday life; it has been a free for all on a daily basis. IoT is a difficult concept for many people to wrap their minds around. Essentially, nearly every business will be affected.
Managing vast quantities of data across increasingly mobile workforces can be tremendously beneficial if done well, but equally can be cumbersome and ineffective if not managed properly. This is why technologies such as mobile edge computing are becoming increasingly popular, helping to increase the prevalence of secure mobile working and data management in the age of IoT.
The evolution of IoT, despite rapid and ongoing technological innovation, is still very much in its fledgling stages. Its potential, though, is demonstrated by the fact that by 2020, Bain anticipates a significant shift in uptake, with roughly 80 per cent of adoptions at that point to have progressed to the stage of either ‘proof of concept’ or extensive implementation. This means that technological innovation in IoT for the enterprise is progressing at a similarly fast rate with many of these solutions being developed with utilities, engineering, manufacturing and logistics companies in mind.
Processing at the edge
For IoT to be adopted at the rate predicted, technology which does not overwhelm current or even legacy systems must be implemented. Mobile edge computing solves this. Such solutions offer processing power at the edge of the network, helping firms with a high proportion of mobile workers to reduce operational strain and latency by processing the most critical data at the edge and close to its originating source. Relevant data can then be sent to the cloud for observation and analysis, thereby reducing the waves of ‘data garbage’ which has to be processed by cloud services.
A logistics manager can feasibly monitor and analyse the efficiency of warehouse operations, for example, with important data calculations carried out in real-time, on location, and key data findings then sent to the cloud for centrally-located data scientists to analyse.
The work of wearables
The potential of IoT means it not only has the scope to change the way people work, but also where they work. While widespread mobile working is a relatively new trend in industries such as banking and professional services, for CIOs in sectors where working on the move is inherent – such as logistics and field maintenance – mobility is high on the agenda.
Wearables – and specifically smart glasses – have started to gain traction within the business world. With mobile edge computing solutions acting as the gateway, smart glasses such as Toshiba’s assisted reality AR 100 viewer solution have been designed to benefit frontline and field-based workers in industries such as utilities, manufacturing and logistics. In the renewable energy sector, for example, a wind turbine engineer conducting repairs may use assisted reality smart glasses to call up the schematics of the turbine to enable a hands-free view of service procedures. This means that when a fault becomes a barrier to repair, the engineer is able to use collaboration software to call for assistance from a remote expert and have additional information sent through, thereby saving time and money by eradicating the need for extra personnel to be sent to the site.
The time is ripe for organisations to look to exploit the age of IoT to improve the productivity and safety of their workers, as well as the end service delivered to customers. In fact, Toshiba’s recent ‘Maximising Mobility’ report found that 49 per cent of organisations believe their sector can benefit from the hands-free functionality of smart glasses, while 47 per cent expect them to deliver improved mobile working and 41 per cent foresee better collaboration and information sharing. Embracing IoT technologies such as mobile edge computing and wearable solutions will be an essential step for many organisations within these verticals as they look to stay on top of 21st century working challenges.