Dynamic Storytelling in Immersive Media
Dynamic Storytelling in Immersive Media
Authors note:
This report on the next iteration of immersive media is comprised of two
sections. The first part captures some of the major trends and industry use
cases surfacing so far. These insights are derived from conversations with
dozens of leaders in the field of journalism, technology, academia and
entrepreneurship. For the second section, we collaborated with a team of
neuroscientists to conduct a scientific study measuring user engagement and
brain activity when consuming immersive media content.
The resulting ideas and observations allow us to identify ways that virtual
reality and 3-D content may impact the current model of storytelling as well as
its future development. We hope to present you with the key insights to make
your own informed decisions regarding how newsrooms can navigate the next
phase of immersive media.
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Prologue
In the spring of 2015, two journalists in the interactive department at the
Associated Press received a padded briefcase with a heavy, rectangular-shaped
gadget. The object inside was a 3-D camera, a prototype provided by the
immersive media technology company Matterport, which combined infrared
and high-dynamic-range imaging to create “photo-realistic” virtual spaces.
The trio set an ambitious goal to virtually transport news consumers to places
they would not — or could not — normally go, including first-class and
executive suites in planes, ocean liners and hotels. The resulting experiences Matterport’s PRO 2 3-D Camera (MC250) is a high-
formed “The Suite Life,” an interactive experience unlike anything our resolution 3-D scanning camera that The Associated
newsroom had previously produced. Press used to create its first virtual reality story, “The
Suite Life.”
“There are only so many times you can use phrases like ‘luxurious’ or ‘over the PHOTO COURTESY OF MATTERPORT
top’ to describe these posh accommodations,” said Scott Mayerowitz, the
business journalist who conceptualized the project.
“In fact, none of those words really do these unique spaces justice. But the
second people are transported into these virtual suites and can move around
on their own, their jaws drop in shock.”
Each space in “The Suite Life” was extensively photographed using the 3-D
camera and reconstructed for use in virtual reality. Using a VR headset,
viewers were able to “walk” through and experience each environment from a
variety of angles.
The success of “The Suite Life,” helped AP journalists realize that storytelling
would soon evolve into a more interactive experience rather than being told
from a single, fixed perspective.
We call this new approach to journalism dynamic storytelling. In “The Suite Life,” participants had the ability to
virtually travel through some of the world’s most
AP is not alone. Innovators throughout the news industry are collaborating lavish accommodations. This 3-D model was captured
with technology companies and building their own studios to push the using Matterport’s scanning technology and shows the
envelope in a number of immersive media projects, redefining how stories are cabin of Singapore Airlines’ first-class suites.
planned, produced and distributed. AP PHOTOS
As you will see in the following pages of this report, immersive media is much
more than 360 videos that provide a peripheral view of a scene. Emerging
technologies are on the way that will be capable of producing vibrant 3-D
models that give us an even greater sense of depth and texture. A technology
called “volumetric capture” will soon enable viewers to not only “walk”
through spaces, but also to touch 3-D objects and interact with others in a
virtual space.
“We experience the world with our whole bodies, so why shouldn’t we
experience stories with our whole bodies?” asked Nonny De La Peña, founder
of Emblematic Group, an immersive journalism studio in Santa Monica,
California. Virtual reality studio Emblematic Group leveraged the
volumetric scanning technology of 8i in order to
Broadly speaking, volumetric content promises to reap many rewards for produce “Out of Exile: Daniel’s Story,” a film that
journalism in the years to come, including higher engagement with audiences premiered at Sundance Film Festival in 2017.
and innovative reporting. PHOTO COURTESY OF EMBLEMATIC GROUP
“We experience
Of course, this wave of technological innovation follows a similar path from
others that have come before it. Each new technology reinvents how we
whole bodies, so
hear them; television allowed us to see them and immersive media is now
allowing us to feel as if we’re actually with others as they speak.
“The flat pane of glass with its two dimensions has been a constraint for why shouldn’t we
experience stories
content producers for decades,” said Justin Hendrix, executive director of the
NYC Media Lab. “With virtual and augmented reality technologies, that’s
To best leverage volumetric capture and 3-D content in news, the first step is bodies?”
to understand the technology itself. As you read this report, keep in mind that
all of the ethical and editorial considerations journalists have today will still NONNY DE LA PEÑA
FOUNDER
apply in the next stage of immersive storytelling. This analysis will both EMBLEMATIC GROUP
discuss those and hopefully inspire further dialogue about where these new
types of media could lead us.
First of all, there are some terms to get straight. In one, very basic sense,
this is all about the evolution of virtual reality. This new wave of technologies, Maya Alleruzzo, the AP’s chief photo editor for the
known collectively as “immersive media,” specifically include 360-degree Middle East, stands by her 360-degree camera during
video, augmented reality (AR) and volumetric capture (includes both CGI the filming of “House to House: The Battle for Mosul.”
and 3-D scanning). AP PHOTO
These techniques allow journalists to catapult audiences right into the middle
of the action, breaking physical and economic barriers by enabling
participants to travel to new environments, explore new realities and gain a
new perspective of the world around us.
Expanding perspectives
The first stage in immersive media was 360-degree video, or “360 video” for
short. This format gave journalists the ability to expand their frame of view
and capture spherical images.
“The era of 360-degree video is just beginning, but already we’ve seen its The New York Times’ six-part series “Life on Mars”
potential and begun to harness the strength that it offers our storytelling,” chronicled the lives of NASA astronauts living in
said Jaime Holguin, AP’s manager of news development. isolation on Hawaii’s Mauna Loa volcano to simulate
living on a foreign planet.
Below are three examples of how news organizations have utilized 360-degree PHOTO COURTESY OF THE NEW YORK TIMES
video:
–– AP’s “House to House: The Battle for Mosul,” brought viewers to the
frontlines of the battle against ISIS.
–– The New York Times’ “Life on Mars,” chronicled six scientists living in
isolation in Hawaii to simulate life on a foreign planet.
–– Sports Illustrated and LIFE VR’s “Capturing Everest,” gave viewers a new
perspective on the world’s tallest mountain.
In “House to House: The Battle for Mosul,” viewers are transported from one
location to another as they follow a group of Iraqi insurgents and experience LIFE VR and Sports Illustrated’s “Capturing Everest”
the difficulty of combat in a dense urban environment. followed the climb of Jeff Glasbrenner and his crew
up Mount Everest in a four-part series of 360 videos.
Voice-overs and on-screen text help build context through the translated Glasbrenner is the first American amputee to climb
voices of civilians and soldiers caught in the fray, but for the entire piece, Mount Everest.
viewers are stuck in a fixed point and, more important, are reliant on the PHOTO COURTESY OF SPORTS ILLUSTRATED /
journalist and a video producer to organize the story. LIFE VR
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“Compared to a still photo assignment, 360 is the ideal medium for combat,”
said Maya Alleruzzo, the AP journalist who produced “House to House.” “The
stills were good, but couldn’t really capture the scene like the 360 images.”
“360-video was a good introduction to train our journalists how to tell a story
in this medium, and it can lead us to approach the future of VR confident in
this unique method of storytelling,” explained Thomas Seymat, the head of
immersive storytelling at Euronews.
Reaching full immersion Immersive journalist Dan Archer (right) creates a 3-D
scan of Trevor, a subject of “Beneath These Restless
The next iteration of immersive media can be found in 3-D content driven by Skies,” an immersive experience on Section 8 housing
volumetric capture. This technology allows participants to freely move in Harlem, New York.
throughout a photo realistic scene and choose how they experience a story, PHOTO COURTESY OF HARRIET DEDMAN
forcing news professionals to rethink how they organize and construct stories.
The new approach promises the next revolution in publishing by immersing us
deep in a story.
“After the initial wow factor, the first thing people ask me when they get into a
360 story is, ‘What can I do?’” said Jesse Damiani, editor-at-large for the virtual
reality publication VRScout. “And if the answer is nothing, then the
marketability and viability of the experience drops exponentially; to drive
engagement, we need more tactile and tangible interactivity.”
For example, “Beneath These Restless Skies,” a story produced by the An early rendering of Trevor from “Beneath These
journalism studio Empathetic Media highlights the lack of change in Section Restless Skies,” a VR story created by Empathetic
8 housing in Harlem, New York. As participants choose their own path and Media that combines volumetric capture and CGI to
move through a 3-D scanned apartment, they are encouraged to pick up allow participants to walk through a Harlem, New York,
objects such as archival photographs to unlock pieces of the narrative and apartment.
understand the social climate of the location. PHOTO COURTESY OF EMPATHETIC MEDIA
“With ‘Beneath These Restless Skies,’ the challenge for us was how to chain
together these discrete pieces to form a narrative regardless of the order that a
user moves through them,” said Dan Archer, founder of Empathetic Media.
Note that when journalists give participants more freedom, they are also
trading off some of the narrative control.
“As a director of traditional content, you have the control of where the camera
is pointed, what is in view, when to transition, when to fade to black. We
relinquish much of this control to our viewers in a VR environment,” said Dan
Kempton an interactive editor at AP. Emblematic Group and Frontline’s “Greenland Melting”
combined the use of stereoscopic 360 video, 3-D
“Is this a bad thing? Maybe for some, but for those who are up to the challenge, scanning and CGI to allow participants to walk
discovering new techniques to solve issues that arise from your audience throughout a melting glacier.
running amok in your virtual story can be quite rewarding.” PHOTO COURTESY OF EMBLEMATIC GROUP
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Dynamic
A text Q&A, for example, is a very linear experience. Question 1 is followed by In dynamic storytelling, there is no predefined order
answer 1, followed by question 2, followed by answer 2, etc. to the story. News consumers can choose different
paths as they actively explore the experience.
In virtual reality, when answers are revealed depends on the participants,
who can choose when and which questions they want answered through
contextual 3-D objects, sound or on-screen text annotations.
“It’s all about putting the control in the user’s hands and bringing together as
many in-depth experiential pieces to them so they can navigate their way
through a story,” explained Brittany Peterson, an immersive journalist at
McClatchy.
One example of a story using this model is USA Today’s “Eisenhower VR,”
which allows a participant to move through the USS Eisenhower aircraft
carrier and experience the daily lives of crew members, ranging from the
captain to the cooks through a series of 3-D models, 360-degree videos,
animations and graphics.
“Remaining innovative will involve pursuing the incredible and profound new
storytelling opportunities afforded by this rapidly changing technology
landscape,” said Graham Roberts, director of immersive platforms storytelling
at The New York Times. “It will also mean connecting the VR work we Empathetic Media partnered with the Washington Post
produce to other immersive technologies along a spectrum of storytelling.” to combine court documents, eye witness testimony
and 3-D imagery into this AR experience on the death
Beyond virtual reality, journalists are starting to explore augmented reality, of Freddie Grey in Baltimore. To access this story,
or AR, which entails projecting digital 3-D models onto a physical space using participants had to download the custom-made ARC
a mobile phone’s camera. application and scan a Washington Post logo.
PHOTO COURTESY OF EMPATHETIC MEDIA
The Washington Post, for example, partnered with Empathetic Media
to conceptualize an AR extension of the Post’s coverage on of the death
of Freddie Gray in Baltimore. Readers of the print edition could use
a smartphone app to scan the Post’s logo to uncover a 3-D recreation
of the event.
“We have to try things and know what stories and techniques work best in any
form of immersive media so we’re ready when certain forms of media win out.”
Elsewhere in the industry, Sports Illustrated and LIFE VR’s “Capturing Everest”
used an augmented reality plug-in to connect their long-form text story to a
series of 360-degree videos that chronicled three climbers ascending up
Mount Everest.
“AR really closed the loop with what we were doing in print and what we were
doing with 360 content and allowed us to create a full-circle approach in
presenting a package with immersive media,” said Mia Tramz, managing editor LIFE VR used augmented reality to connect a long-
at LIFE VR, Time Inc.’s new VR unit. form text story text story on Jeff Glasbrenner, the first
American amputee to climb Mount Everest, to a series
“Context is such an important part of what journalists have to bring to the of 360-degree videos on the same subject. To access
table, and AR puts things in context through a real-world environment.” the videos, a participant scans the cover of the Sports
Illustrated issue with a mobile phone and the
In fact, AR may provide an entry point for more viewers because the 360-degree videos automatically start playing.
technology may reach consumers quicker than other existing platforms. PHOTO COURTESY OF LIFE VR
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The Apple, Google and Facebook platforms are new tools that enable a
streamlined development of augmented reality.
“Social VR can help us reimagine what it means to have a live audience,” said
Cheung. “In VR, you can reach a global audience and allow them to interact
with each other — you and your virtual environment can be very powerful.”
Early adopters might be skeptical of social VR due to the clunky avatars that
are commonly employed, but what’s most important is to reflect on the
potential for this format moving forward.
“There’s this uncanny moment that we see when people react, saying, ‘Oh, my
God, I’m part of the story,’” said Igal Nassima, founder of Superbright, a
creative studio in New York City that developed the technology for one of the
first reality shows in VR commissioned by Condé Nast.
In the future, participants will be able to replace rudimentary avatars with 3-D
scans of themselves, resulting in a more authentic feel to social VR.
“3-D scanning has greater implications behind the scenes, and I believe it will Condé Nast recently partnered with the New York City
become part of standardized broadcast techniques without audiences truly technology studio Superbright to create the first-ever
needing to understand what it is nor how it is being used,” said Kevin Joyce, dating show in virtual reality. Participants first had to
editor-in-chief of VR Focus, a publication covering the VR industry. be 3-D scanned to create their own virtual avatars
before meeting their blind date in VR.
The ability to truly interact with a global audience promises to reinvent the PHOTO COURTESY OF SUPERBRIGHT
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current formats of talks shows, political debates and even town hall meetings “Just because the
storytelling format
by bringing the news to participants in virtual spaces.
is unique, it doesn’t
“The continuation of these technologies will be less focused on presence and
more focused on moving along a continuum of being present,” said Shawn
Maintaining journalistic standards Put the audience at the center of the process.
User choice can drive higher levels of impact
As journalists experiment with these new technologies, they are also and participation. Stories can be structured
upholding certain editorial standards throughout the entire process. with the audience in mind to allow a
participant to uncover virtual elements while
“New technology brings wonderful opportunities for reinventing storytelling,” piecing together the narrative.
said Lisa Gibbs, AP’s director of news partnerships.
Create an experience that lives across
“But just because we have the capability to do something doesn’t mean we platforms. Including elements such as
should. Applying the same editorial, ethical standards to our innovations as interactive graphics, flat or 360 videos and
we would any traditional coverage initiative is critical to our journalistic photos that can distributed through traditional
mission.” channels can promote and drive more traffic to
the immersive story package as a whole.
Let’s say a few years down the road a reporter wants to volumetrically scan a
group of protestors marching down a crowded street. While he or she could Leverage the expertise of everyone in the
accurately capture the surrounding buildings and the street itself, the newsroom. Early adopters will become experts
individuals could become blurred and distorted. How should the news on this new storytelling model, but it doesn’t
professional handle this natural distortion from an ethical perspective? mean that knowledge should be confined to
only a small group. Share dynamic storytelling
“Journalists should present their editorial options, but should never make best practices with your peers and collaborate
assumptions,” said Scott Mayerowitz, an editor on AP’s business desk. “Just to expand editorial innovation.
because the storytelling format is unique, it doesn’t mean that we throw away
all long-standing reporting methods.” Test and iterate throughout the process.
Since dynamic storytelling doesn’t follow a
If a newsroom takes it upon itself to alter or recreate a scene without any prior structured formula, feedback is needed from
reference, it could be overstepping its bounds. One possible solution is to story conception, through design and
include a disclosure stating that distortions were left in place because the execution.
editorial team couldn’t determine the accuracy of a certain footage.
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In industries like film and video game production, where 3-D modeling is “The technology
always moves faster
widely used, such distortions or inaccuracies are merely seen by the consumer
as poor production value that many people write-off because it’s a work of
We have to ask
Journalism isn’t afforded that luxury. News organizations are starting to set
standards to uphold truth telling from the start, which is contributing to the
ourselves ‘Before we
progress immersive journalists have made thus far.
“This technology is still in its infancy, and if people decide they can’t trust truth telling? Now
that we have new
it, then what does it mean for the future? These doubts could create an
environment where people call everything they’re experiencing into question.”
public?’”
multiplied,” added Khan.
“The technology always moves faster than the ethics do,” Thompkins observed.
“We have to ask ourselves ‘Before we had VR, what were our standards for A look at the equipment AP provides its immersive
truth telling? Now that we have new technologies, do those standards change? journalists shooting 360-degree video around
If so, why and how can I explain that to the public?’” the world.
AP PHOTO
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Gaming programs such as Unity, Unreal and the 3-D modeling software Maya
LT provide a foundation for how stories using volumetric content are
produced. These programs enable media organizations to build 3-D
recreations of news events, to increase the interactivity level of their graphics
and to create AR extensions of text stories.
“For news publishers, the immersive nature offers a unique degree of focus
from its users. But news publishers are also challenged to provide an The 3-D scanning tool DepthKit combines the
experience that is interactive like a video game. That’s a difficult combination,” capabilities of DSLR camera with the Microsoft Kinect
said The Washington Post’s Gilbert. for depth sensing to create 3-D avatars of real people.
PHOTO COURTESY OF DEPTHKIT
James George, a founder of the volumetric scanning tool DepthKit, said this
emerging technology is becoming a new genre in of itself and requires skills
traditionally considered less important to news companies.
“The future of volumetric is to take the subject matter, themes and approach of
the current 360-video world and expand on that format to make it more
experiential, magical and explorable in a way that VR animation content is Developing 3-D models and virtual
right now,” George said. environments follows three steps
Cross-disciplinary collaboration is also important to the success of these 1. Conduct thorough journalistic research,
projects. AP has worked with a game developer and visual effects artist who find sources and visual references for
had worked, among other organizations, at the gaming giant Electronic Arts. the story.
Leveraging these skills, we produced a series of experiences generated through
computer graphics (CGI) that included an immersive look at the effects of 2. Build 3-D models of characters, buildings,
global warming and a virtual museum of the most dangerous invasive species in vehicles and trees that make up the news
the U.S. event. These elements can also be
volumetrically captured and processed
Another AP immersive experience using CGI examined the causes of through CGI.
Alzheimer’s disease from inside the brain and allowed participants to see
first-hand how the condition spreads. 3. Program the behaviors of these elements,
such as individuals’ facial expressions and
“The use of computer-generated imagery for “Alzheimer’s Disease: Exploring how people move through a virtual
the Brain” offers the participant a perspective they wouldn’t be able to see; environment. This entire process requires
in this case, it was a microscopic view inside the brain. CGI also gave us graphical knowledge and skills that were
the ability to better tell the story by allowing us to show events that would traditionally exclusively found in game
normally need expensive scientific equipment,” said Panagiotis Mouzakis, development.
an AP multimedia animation producer based in London.
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“Journalism is a fairly new entrant into the VR space, whereas game designers
and others have been embracing this new technology for years,” said Laura
Hertzfeld, program director at Journalism 360, a collaborative initiative by the
Knight Foundation, the Google News Lab and the Newseum to accelerate
immersive storytelling in journalism.
“Right now, the community experimenting in this new space is relatively small
— both within journalism and beyond — so people who are passionate about
the technology are eager to share their knowledge, and that can only be a good AP partnered with a game designer to producer
thing.” a series of CGI-driven stories, including this story
that highlights some of the United States’ most
While this kind of storytelling is still in its infancy, exploration of new invasive species.
technology is key. AP PHOTO
“There’s no how-to guide for immersive storytelling and I think there’s still a
sense of mystery around it — we’re trying to demystify it by testing different
camera setups and techniques, integrating 360 video players in our mobile
apps and sites, learning new development and design environments like Unity
and Apple’s ARKit, and charting new production workflows,” explained
Heart’s Chris Papaleo.
“We hold regular training sessions for other journalists and take their feedback
to constantly iterate on our stories so that we can create the best stories
possible, even for those who have never experienced VR before.”
“The challenge for us, and for everyone right now, is creating the bridge
between what we can publish now through these quickly evolving, but still “Global Warming: Signs & Effects” simulates how
relatively nascent platforms and technologies, to what we will be able to do in the “greenhouse effect” works and highlights some
the future — a future that will probably arrive sooner than we expect,” associated climate trends and their influence on
acknowledged Roberts of The New York Times. global warming.
AP PHOTO
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“The goal here isn’t to show off a new and shiny form of technology, but the
question newsrooms should be asking themselves is ‘what can this technology
bring to storytelling that others can’t?’” explained Ergürel.
Not all newsrooms will have the same level of resources and access to new
technology. However, media initiatives like Journalism 360 can provide
funding and share best practices. During the summer of 2017, Journalism 360
awarded $285,000 in grants to 11 projects around the world to encourage the
growth of immersive storytelling in journalism. Tips on how to experiment with
immersive media in the newsroom
“Experimentation is key to the future,” explained Erica Anderson of the Google
News Lab, a Journalism 360 partner. Create a small challenge fund and let teams
compete with proposals to experiment with
Beyond technical newsroom capabilities, access and user adoption present immersive projects that will spark new internal
itself as one of the final technical challenges for immersive journalism. thinking, whether or not they’re good enough
to make public.
“VR will inherently be more expensive as it moves into mainstream media,”
said Jonathan Albright, research director at the Tow Center for Digital Plan one-day bootcamps where participants
Journalism at Columbia University. start from scratch and end up with a group
project. They’ll get a taste for the state of the
“This will unfortunately create a digital ‘format divide’ for the people who can’t art and increased awareness of the medium’s
afford the expensive devices and high-bandwidth data plans required to access limitations and potential.
the content.”
Add highlight links to internal newsletters
noting VR experimentation done by other
news organizations to spread awareness
of the medium’s strengths and limitations.
Active Participants have the ability to affect how their experience evolves. They have the
freedom to dictate how they consume information, whether that’s through movement,
interaction or story structure.
Participant Users command how they move through an environment and digest
information, with the freedom to participate, touch and interact with the people, places
and events that are presented.
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360-degree video — Monoscopic The majority of 360-degree video is captured with a single
camera or camera rig. While the spherical image provides a sense of immersion, clarity
decreases at the edges of this sphere.
360-degree video — Stereoscopic: A pair of 360-degree camera lens are placed side by side
to add depth between the foreground and background for a heightened sense of
immersion.
Augmented / Mixed Reality 3-D models are projected onto physical surfaces using depth
sensors built into the cameras of mobile devices.
Example: Empathetic Media and The Washington Post coverage of Freddie Grey’s death
Volumetric — 3-D scan Real people, places and objects are scanned with depth sensors to
create elements that, when combined, form a 3-D environment.
Many times, volumetric scans and CGI models are combined to create a more cohesive
presentation.
Scientific study on VR
user engagement
Measuring media immersion:
AP and Multimer study
Although news consumers may not consciously realize it, experiencing
immersive media activates thousands of physical and physiological stimuli.
These changes can result in participants becoming so engaged that they hardly
notice their surroundings.
Twelve study participants were paired with a Multimer staff member, who
helped them put on motion-capture suits, an EEG brainwave sensors and
heart-rate monitors. Staffers also calibrated each participant’s sensor readings
and monitored their movement through a motion-tracking system.
Note that these categories are meant to be suggestive rather than prescriptive
or fully descriptive; to be fully confirmed, they would require robust statistical
analysis and repeated data collection in the context of VR technology.
Power / Intensity Associated with the lasting impact of the experience. For War zone immersive
reporting drives
this metric, a participant exhibits greater than 44 percent of the overall range
of attention, greater than 54 percent of the overall range for relaxation, and an
participant
average of 84 heartbeats per minute.
Open-mindedness
Heart rate
77 BPM
Attention
44%
Relaxation
53%
stimulation,
Fascination 82 BPM 57% 53% while science
Stimulation
Power / Intensity
82 bpm
84 bpm
50%
44%
50%
54%
and environment
stories build
Study findings open-mindedness.
The results allowed us to derive the following observations related to device
and story type.
Note: We ranked each device by sentiment on a scale of 1–3, with 1 being the highest.
The high levels of stimulation for the cardboard device may sound
counterintuitive, but this heightened sensory reading is associated with low
image quality and the struggle to comprehend a blurred image. In addition,
the requirement for cardboard users to hold the device to their face also could
contribute to this result.
The VR headsets, which only enable a participant to watch a story from a fixed A study participant watches the Associated Press’
space, as opposed to move through the scene, elicited the highest overall “Thai Elephants: Surviving the 21st Century” on the
power / intensity. This is associated with the lasting impact of the experience Samsung Gear VR headset while wearing Multimer’s
and may be a result of combining relatively intense stories with a more biosensor. The biosensor clips onto an individual’s
“immersive” device. earlobe while another sensor rests on their forehead.
AP PHOTO
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Open-Mindedness 4 3 2 1
Fascination 4 1 2 3
Stimulation 1 3 2 4
Power / Intensity 1 2 3 4
Note: We ranked each experience by sentiment on a scale of 1–4, with 1 again being
the highest. A study participant watches “The Blu,” a room-scale
virtual reality story, on the HTC Vive during AP’s VR
All physiological metrics were lowest for “The Blu,” an experience exploring study at the NYC Media Lab on August 12, 2017.
marine biodiversity, which was the single experience tested on a room-scale AP PHOTO
level. This may suggest a higher level of engaged open-mindedness (being
attracted by a topic). However, more scientific testing is needed to determine
if this sentiment is caused by the story, the device or another factor entirely.
We noted that presenting war and conflict stories such as “House to House:
The battle for Mosul” in a VR headset can drive higher levels of engagement Takeaways to retain
when compared to the cardboard.
Journalists working in this area of immersive
Experiences such as “The Second Line: A parade against violence,” featuring media might drive the following conclusions.
culture and lifestyle topics, aligned most closely with a sense of fascination.
Based on our results showing that room-scale VR had the highest level of –– While the cardboard enabled the entry
fascination, this content could be optimized if distributed in a room-scale point for immersive media experiences,
environment. our data showed there was a significant
struggle viewing stories with that device.
Extrapolating how audiences implicitly react to different forms of stories
across media environments can help newsrooms meet consumers’ needs and –– Room-scale VR drove the highest level
improve upon the overall impact of their reporting. of engagement, allowing participants to
not only pay attention to the experience,
“Creating a new media type requires storytellers to suspend some of their own but they did so in a state of relaxation.
preconceived notions or biases,” said Ken Romano, a product director with AP.
–– Stories that cover war zones, riots
“Immersive experiences are ultimately being built for their users. Involving and other forms of conflict drive higher
them in the process and monitoring their behavior is going to uncover engagement when consumed in VR
incredibly valuable information that can be used to refine future story headsets as opposed to the cardboard.
approaches.”
–– News topics covering science, nature
and exploration benefit from room-scale
VR presentation.
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Conclusions
It’s difficult to fathom that just two decades ago the internet barely existed Highly immersive
stories will be
and print media was still as central to society as it was 100 years before.
same journalistic
without,” said The New York Times’ Roberts. “But as amazing as the mobile
revolution has been, the current method of storytelling, distribution and
methods of
consumption shouldn’t be viewed as the final form factor for storytelling.”
contextualization
Much sooner than we may realize, 3-D content will become commonplace. As
the technology continues to advance and become more accessible, the current
will be presented in
“Companies like Intel and Qualcomm are making technology that allows us to
capture objects and process them into 3-D models very quickly with our cell
a manner that’s
phones,” said Emblematic Group’s Nonny De La Peña. “This will continue to
challenge journalists on how they want to capture the world.”
“The push for the future will be to continue to break that fixed frame by explorable.
thinking about how our body is placed in a space and what the space is like.”
Highly immersive stories will be gathered using the same journalistic methods
of contextualization and verification, but will be presented in a manner that’s
explorable.
“One can easily imagine smells being added into virtual reality experiences
along with the wind or the feel of a hot sun,” said the AP’s Scott Mayerowitz.
“Whatever it is, the approach will remain the same — bringing people an
unbiased approach to newsgathering and taking them to places they would
otherwise not be able to visit.”
“One of the biggest challenges newsrooms face is handling the uncertainty “Technology
enhances the
associated with investments in VR equipment, training, production and
distribution,” said Jeremy Caplan, the director of education at the Tow-Knight
storytelling,
Center for Entrepreneurial Journalism. “Being a first mover is costly and risky
when standards, tools and platforms are evolving so quickly.”
There is still a great learning curve for the audience, too. Most participants but at the end
of the day, the
continue to view dynamic storytelling projects on smartphones or desktop
computers. Training them on how to interact with the stories in virtual reality
story is what
will take time and a concerted effort from news organizations.
Despite the rapid growth in VR headset sales, immersive media consumers are
still a small percentage of overall viewers. Distribution of immersive content
remains a challenge, and many small news organizations are not set up to
distribute this type of content.
Immersive media relies on building a culture of experimentation Associated Press staffers, from left, Michael Rubin,
In the short term, the cost of implementation may be a barrier to entry for Bernat Armangue, Dennis Passa, Tassanee Vejponsa
many news organizations. But as the technology matures and user adoption and Koji Ueda discuss their team project during AP’s
rises, journalists will rely on experimentation in order to develop best Virtual Reality Boot Camp in Bangkok
practices. AP PHOTO / CHARLES DHARAPAK
“The insights gained from testing are extremely valuable, but the economics
of early-phase innovation requires that we be focused and disciplined when it
comes to product development and creative when it comes to partnerships
and deal-making,” said Hearst’s Papaleo.
“Technology enhances the storytelling, but at the end of the day, the story is
what matters most,” said Contrast VR’s Rasool.
The AGE OF DYNAMIC STORYTELLING | 22
Jacobs, Gregg D., and Richard Friedman. “EEG spectral analysis of relaxation
techniques.” Applied psychophysiology and biofeedback 29.4 (2004): 245–254.
Klimesch, Wolfgang, et al. “Induced alpha band power changes in the human
EEG and attention.” Neuroscience letters 244.2 (1998): 73–76.
12 participants were scheduled over three 2.5-hour sessions. There were four
participants in each session. Each participant was compensated with an AP gift
bag, snacks, and refreshments.
When participants arrived, they first signed waiver forms acknowledging they
understood how data would be recorded.
Over the course of the session, AP staff members helped participants to rotate
between three stations, with the following VR technologies and stories:
The AGE OF DYNAMIC STORYTELLING | 25
The three datasets (EEG, heart rate and motion) were then cleaned, parsed,
and analyzed using several Python analysis libraries. Machine learning was not
used for this initial analysis, but it can be used as part of a deeper analysis with
this data.
NYC Media Lab connects digital media and technology companies with
universities and research centers to explore and develop new technologies,
including artificial intelligence.
NYU MAGNET NYU’s media and games network is a center for the faculty and
students across the NYU network who are interested in the intersection of
culture and technology.
The AGE OF DYNAMIC STORYTELLING | 26
Stay informed
AP Insights introduces readers to emerging technologies while presenting
industry insights regarding their implications.
Nieman Lab publishes insights and industry updates on the latest innovations
in the news media industry.
The NYC Media Lab newsletter is a weekly digital newsletter that details the
most recent advances in artificial intelligence, virtual reality, augmented
reality and data science.
The Tow Center blog explores the most recent information regarding the
intersection of journalism and technology.
Journalism 360 is a collaboration among the Google New Lab, the Newseum
and the Online News Association dedicated to accelerating immersive
storytelling in news.
The definitive source
for journalism innovation
Working on projects related to dynamic storytelling?
Get in touch with us: fmarconi@[Link]