23/04/2016 Click - Short Edition


23/04/2016

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If you saw our 360 shows lately, you may have noticed that while you can

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look in any direction, the audio was just mono. My voice did come from

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the correct direction in space and that is because it's incredibly hard

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to make 360 audio sound realistic. I certainly can hear something

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going on over there. And that is what the BBC R

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departments have cracked. You can hear the ripples

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of the water over there. They are still there

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when I turn around. The next few minutes are best

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listened to through headphones. There is sound coming

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from over there that makes me want Which raises one of

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the questions about virtual reality - how do you get them to look in the

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right direction at the right time? This was sound first,

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graphics afterwards? It was created to demonstrate

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the sound first. Its aim was to show how

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far 3-D sound can go. We wanted to explore what you can do

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with natural recording, so we tweaked the microphone techniques to

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try to get a compelling sense After making

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the multidirectional recording of a real forest, the team began to add

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moving 3-D elements over the top. So every sound on the left-hand side

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has its own symbol, which is We are watching where the sounds are

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coming from in 3-D space right now. The Turning Forest was originally

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made for a static listener. Making sounds come from different

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directions is nothing new. But for VR,

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the soundstage came from just two The sounds need to stay fixed

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in space as you turn your head. In order to check everything is in

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the right place, the sound mixer has That is

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actually really disorientating. When you have your eyes closed

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as well... That could make one

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feel quite queasy. You would be thrown all over

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the place! But that is not the end

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of the story. Just because the producer knows

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the direction the sound needs to come from does not mean they can

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make it sound like it is there. For that, the R team needed to

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adapt a technique that has been It is called binaural sound,

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and it is brilliant, trust me. If you have not put your headphones

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on yet, now is the time. OK,

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now you are listening in binaural sound, which is all about making you

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feel like you are really there. It is so much more than just putting

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certain sounds in one ear Right now it should really feel that

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I'm walking closer to you It gets better

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because I can walk behind you and it BAG

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CRINKLES LOUDLY Are you weirded out

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yet? Now you

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may be wondering how you The secret is

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in the sound recordist himself, Ed. He has two microphones hidden

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in his human-looking ears on That means he captures sound

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in exactly the same way that If something happens to one side,

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the sound will be quieter in the opposite side, and it will

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get there slightly later. It will also have been blocked

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by your skull, bounced around the room, and ricocheted

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around the cartilage on the way in. Because he looks like a head,

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he hears like a head. But so far, binaural sound has only

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really worked if your head stayed In VR, however, you get to turn

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your head in all directions. And that is what Chris

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and the team have sussed. They slowly rotated Ed while playing

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sounds coming from different directions, and then researched how

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the sound changed in his ears. Now they can combine that intimate

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experience of binaural sound with the free head movement

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of VR to create something Chris One of the team's main missions is

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to devise a standard way of storing all of the audio information

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so it can sound best on whatever So it can adapt to the system

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the person is listening on. So if they are listening on

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headphones with a VR system, you can If they have a 3-D system and a home

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theatre, you can give them surround sound with a high-tech experience,

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but we also need to be able to This includes allowing for dynamic

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binaural sound in web browsers. We can now stream it to

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our phones and computers. YouTube launched support

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for live streaming VR and support There came a time a few years ago

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when it seems that every action sports enthusiasts under

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the sun felt the need to strap on a Go-Pro camera and film themselves

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as they hurtled downhill. The problem is that

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since the company went public nearly two years ago, all of Go-Pro seems

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to be headed in that direction. After all, how many action sports

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enthusiasts are there in the world? Richard Taylor has been to Go-Pro

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in San Francisco to find out how the company is planning to arrest

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its decline. Over the past year or so Go-Pro

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has been on a more turbulent ride It's garishly clad founder,

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Nick Woodman, has had to deal with plummeting share prices,

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fleeing executives and failing to hit home with new products

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which have given even ardent Go-Pro Critics say it is losing its edge

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in delivering eye-catching innovation, while rivals are fast

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making up ground with Another challenge it has faced

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is competition from these things. Smartphone cameras are arguably

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better, more versatile and appealing to a mainstream

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audience than a standalone Go-Pro. That is something the action-cam

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pioneer is keen to address. So, Go-Pro in hand,

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I can survey a new landscape with Accessories-wise

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tie-ups with the big boys and Witness this integrated

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playpen housing to capture Other hardware allows creative

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remote control and access It is essentially a remote control

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in the palm of your hands. It will sync directly to your Go-Pro

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products and by doing that, you can use gestures to control

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functionality on your Go-Pro camera. I will tap my thumb to my finger

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and it will start by recording. Different touch points

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do different things. I will switch camera modes

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by touching this. Really, what we're trying to do is

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solve one of the biggest problems that you often

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hear when you are out on the side In terms of its development objects,

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automated editing of multiple cameras through to overlaying info

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on top of your Go-Pro's intro are They're also pushing

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into new territory, this weekend they launched

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a virtual reality production platform with cameras, rig

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and software costing a cool $5,000. VR production is still niche,

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begging the question of whether Go-Pro can find other

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products to entice more audiences. The last product launch didn't

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really hit home with consumers. What can you say to us in terms of

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innovation for the Hero Five or the I can't talk you much specifically

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about those products, but I can't say we learned a lot

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from the last product release. Perhaps the pricing was

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the thing that caught us a little off guard and we didn't

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double down with advertising. We know now we need more developers

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to help our ecosystem and we're very focused on that

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but most importantly, we just need to make it that much

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easier to reach a broader audience. Go-Pro does sport a very large

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fan base, but it has become clear Maintaining that elevated

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status is quite another. That was Richard in San Francisco

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and that is it for the short version of Click this week. You can watch

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the full-length version on iPlayer. See you next week.

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