Asia-Pacific Broadcasting (APB) December 2018 Volume 35, Issue 11 | Page 11

CREATION December 2018 Using NewTek TriCaster allows live editing between animation and live action angles and ISO-recording of all feeds as well as outputting the programme feed to a thumb drive for sharing. Bringing a Turtle to life requires Adobe Character Animator streaming into the Unreal Engine via NDI in real time. tion, Nickelodeon launched its Nickelodeon Entertainment Lab, which will spearhead research and development efforts around new technologies for the network and its audience. At this year’s Comic- Con Convention in San Diego, Nickelodeon Entertainment Lab brought the new world of Rise of the Teenage Mutant Ninja Turtles to life. Chris Young, senior vice- president of the Nickelodeon Entertainment Lab, headed up this VR project, which is designed to create a PR splash to publicise the reboot of the Teenage Mutant Ninja Turtles franchise. By creating a virtual press junket, Young was hoping to be able to immerse jour- nalists into the Turtles’ new world. “We wanted journalists and superfans at Comic-Con to have this opportunity to step inside the Turtles’ art-directed world,” Young says. “We wanted them to get a first-hand look at the new show, and be able to interview Mikey and Donnie in VR. Our plan was to film the interview using live-action cameras composited with gaming footage in mixed reality.” The project is completed using Adobe Character Animator, Epic Games’ Unreal Engine — which supports NDI, NewTek’s IP video protocol — and NewTek TriCaster. Young elaborates: “It all starts with the Adobe Character Animator. We stream that into Unreal Engine using NDI technology to get it into the game. So, the person wearing the VR headset in the game is see- ing the animated Turtles streaming over NDI in the game. From there, we’re also streaming NDI into live compositing software, where we’re compositing the footage together — both virtual camera shots of the Turtles, and live action footage of the journalists. “All of those signals were then live-streamed back over NDI to the NewTek TriCaster system. Using TriCaster, we were able to live edit between all the animated and live-action camera angles, as well as record ISO-feeds of all the different angles, in addition to the programme edit. Then, once the interview was over, we were able to throw the programme feed on a thumb drive to give to the journalists.” Besides creating new viewing experiences, these graphic systems and virtual sets have already been used in TV broadcasting for ap- plications like news and elections coverage. For instance, during elections coverage, presenters can have the election data displayed along with them, in context and in real time, simplifying the complex election data within graphics for audiences’ ease of understanding. Miguel Churruca, marketing and communications director of Brainstorm: “The integration of live graphics into real images or virtual sets is both a challenge and an opportunity; a challenge because designers need to think on how to integrate live images along with their creations, and an opportunity because the result is normally far more compelling to the audience.” Miguel Churruca, marketing and communications director of Brainstorm, comments: “AR, in its vast variety of flavours, is a great tool for enhancing the informa- tion displayed in a broadcast pro- gramme while adding spectacular content. Raw data can be displayed more attractively when placed in context with the presenter or by adding interactivity. Also, today’s availability of enormous amount of data requires visually attractive ways to present these data to the audience at home. “In this sense, data-driven graphics can enhance TV shows when added to real shots in context as AR content, and also the latest 3D and photorealistic virtual stu- dio technologies can provide even better results for engaging the au- dience. Therefore, the audience at home can see how presenters can interact with complex graphics or information, making storytelling a lot more visually attractive.” While this technology is in- creasingly being applied in news, sports and entertainment pro- grammes, he points out the key in creating “good” AR content en- compasses the integration between the real and virtual objects with the environment. Photorealism is “one of the toughest challenges”, he identifies, because what really makes the difference for the view- ers is to be unable to tell whether the images they are watching are real videos or digital renders. To make graphics “an integral part” of the broadcast content, some key considerations when de- signing and creating these virtual graphics require the close collabo- ration between graphic designers and other departments, such as virtual studio operators. This is largely due to the need for additional hardware and soft- ware solutions, because during live shows where it involves virtual sets, it often requires complex in- stallations such as tracked cameras and cranes, Churruca says. “From a designer’s perspective, the inte- gration of live graphics into real images or virtual sets is both a challenge and an opportunity; a challenge because designers need to think on how to integrate live images along with their creations, and an opportunity because the result is normally far more com- pelling to the audience.” Brainstorm has developed Aston, a motion graphics creation, CG and playout system. Aston is designed for robust on-air ope- rations, allowing designers to create, manipulate, animate and perform changes even when on- air. Using Aston with InfinitySet, Brainstorm’s virtual set and AR so- lution, users can create “complex and realistic” AR environments, joining together live characters, virtual or real environments, data-driven graphics, and other design elements to create the live experience for viewers. For Vizrt, its AR graphics solu- tions have been used by broadcast and media companies worldwide Thairath TV, a local Thai TV channel, utilised Vizrt’s AR graphics solutions to create AR and virtual graphics for the coverage of a cave rescue mission in Thailand in June this year. 11 for sports and special events cov- erage. In the recent case of the two-week long cave rescue mission in Thailand, Thairath TV, a local Thai TV channel, utilised Vizrt’s solutions to create AR and virtual graphics surrounding the story. With almost no access to live foot- age from the scene, audiences were able to understand and share the experiences of the stranded boys as well as efforts by the rescue teams using virtual graphics, AR and MR. “There was an almost com- plete ban on live coverage from the ground with very little visu- als of the cave, and the mission was available to the audience, creating great anxiety and inter- est surrounding the story,” Vizrt’s Krishnan explains. “Virtual graph- ics and AR were used almost by all channels who were actively cover- ing this story, and having the story put together from various reports. “Some very impressive render- ings of the graphics with presenter inter actions helped to bring con- text to the severity and danger of the mission, simulate the rescue attempts, while some others help to visualise and present the inter- nal structure and challenges of the cave itself.” Over the course of the cover- age of the rescue mission, Thairath TV received “great reviews and improved viewership”, according to Krishnan, with the target rating point (TRP) of their news pro- gramming surging up to the top with an improvement of over eight points from this story production. “Virtual graphics is a powerful medium to help with storytelling,” he concludes. “Good storytelling is fundamental to any broadcast production, and it all starts with good planning. Visual graph- ics, animations, and any other form of graphics or visualisation have to serve a basic purpose of enriching the storyline while helping to enhance the ability to convert and communicate with the audience.”