I S S U E # 1: The Mobile Truth There’s a mobile myth, wrapped in hype – and a mobile truth, grounded in reality. This issue includes a cross-section of perspectives on mobile as it exists today – an attempt to separate expectation from experience. PROFILE MEET THE MOBILE DEVICE OF TOMORROW: YOU BY BIZZY COY Brighter than the Sun’s Creative Director Ian Sorensen talks about the unlimited possibilities of mobilizing our “digital personas,” sending them out into the world to experience performances and events in immersive ways that have never been done before — from the comfort of our own homes. By combining in-home Virtual Reality devices with strategic invenue 360 degree cameras, live-experience creators can “democratize” their events and exponentially increase audiences. Heartbeat of Home © Jim Byrne and Riverdream Productions, 2013. Ian Sorensen calls me from the future. Five hours in the future, to be exact – he’s in Ireland and I’m in New York when we connect on Skype. By the time we say our goodbyes, I’m convinced he lives more than five hours ahead. Five years seems more accurate. His theories on the future of mobile are thrilling in their outside-the-box ingenuity, and his enthusiasm spills infectiously through the screen. SITUATION >> THE MOBILE TRUTH As Creative Director for Brighter than the Sun (BTTS), a “Visceral Imaging” company, Sorensen oversees the creation of immersive, epic-scale environments and experiences that range from digital scenery and projection to 3D animation, motion graphics and video. You may remember BTTS Executive Creative Director David Torpey speaking at TEDxBroadway about their work on Heartbeat of Home, the new show from the producers of Riverdance. CoFounder Darrell Kavanagh shared the possibility of enhanced experiences at sports events like Major League Soccer at Situation’s 2014 event, The Experiential Factor. But BTTS is more than an immersive content creator. “A lot of what we’re doing at the moment is more strategic, and in a sense, we’re futurists,” Sorensen says. “Looking at what experiences are going to be like in the future and working with companies on technologies that don’t yet exist.” Sorensen’s theory on the future of mobile is part technology, part philosophy. The Dual Personas “The way we live at the moment, we have two personas,” he says. “First, we have our physical persona, the part of us we embody in the physical space of our everyday lives – the part of us that eats breakfast, gets the kids ready for school and goes out into the world. “And then we have our digital persona. That’s the part of us that lives in digital space, unbound by time, geography or other physical limitations – the online version of ourselves, an avatar of our own creation, the face we present through social media, email, text and more. “When most people talk about mobile, they talk about physically taking technology with you,” says Sorensen. “But that’s only one side of the story. When I look at mobile, I suppose I don’t look at it in terms of the human being – the physical persona – taking a piece of technology with them. What I’m more interested in is the idea of the digital persona becoming mobile.” How does that work, exactly? Well, you likely already have a digital persona that can do an amazing amount of things in the digital space. You can talk with someone over Skype in another time zone. You can find a date in your city using a mobile app. You can play video games against dozens of people you’ll never meet in real life. What will happen in the next five years, Sorensen explains, is that your digital persona will go mobile. Mobilizing Your Digital Persona No longer will you have to bring your cell phone with you to a concert in order to have a mobile experience at that concert. Instead, you’ll be equipped to mobilize your digital persona to go to the concert, which you can experience from your living room. “This kind of technology is going to totally revolutionize the way we think about being mobile,” Sorensen says. “Without physically going somewhere, your presence can be somewhere else. “Traditionally when we think of mobile technology, we see consumers using it to record the event or to record the experience of being there. Consumers document what’s happening or what’s happening to them.” This is an everyday occurrence in today’s venues: patrons surreptitiously taking video or photos while trying not to get caught by the management (not cool), or taking photos of themselves and their friends before or after the show (no problem). An increased level of mobile engagement happens when venues specifically invite patrons to participate in mobile experiences – a text-in campaign to win a seat upgrade or a free drink. But still, when the lights go down and the curtain comes up, we expect patrons to turn off their mobile devices, be “in the moment” and forsake their digital persona for a couple of hours. But what if we invited even more digital personas into the theater? What if, instead of being limited to the physical capacity of a thousand seats in a venue, we could invite an unlimited number of digital viewers to be present for the event? “Look at big European football teams like Manchester United or Real Madrid,” Sorensen says. “They have millions of fans who will never be able to go to a game in person, but would love to be there. Imagine if they could quintessentially buy a $150 or $200 piece of equipment that would allow their digital persona to watch the live game from inside a stadium 2,000 miles away, while sitting in their home. Imagine a stadium that can fit anywhere from 20,000 to 100,000 people suddenly filled with 2 million people. Can you imagine the effect that would have on live events?” Sorensen is quick to point out this is far from a typical TV viewing experience or live broadcast. “What we’re talking about is Virtual Reality (VR) – 360 degree virtual space. That means you can go anywhere and explore anything. You aren’t limited by your physical presence in the venue. If I want to sit in the best seat in the house, I can sit in the best seat in the house. If I want to go far back and see the whole stage or the whole stadium from a different angle, why can’t I do that?” The possibilities are staggering, and it’s more than just getting a great view of the action. By allowing consumers to take their digital persona completely mobile, they can do things they could never do if they were physically present in the venue. For example, imagine getting a first-person perspective from the stage or the field if players or performers are equipped with hidden body cameras that at-home consumers can tap into. They could go from watching the game to watching the goalie’s live first-person perspective in an instant – impossible if they were inside the stadium. An audience of digital personas also increases the stakes of the event itself. “Darrell [Kavanagh] has talked about this idea of people being able to have a voice coming from outside 21 the stadium that can impact what’s happening inside the stadium,” Sorensen says. “Traditionally, football fans in the stadium let the players know whether they’re doing well or not by shouting or screaming or singing songs. Imagine a future where football, or baseball, or the WWE covers their flat surfaces with screens and creates a way for fans who are outside the stadium to interact and change what’s actually happening physically, visually, inside the stadium. That impacts not only the fans within the stadium, but also the players. “What we’re trying to do is allow mobile to come back into the space,” Sorensen says, “empowering the fans outside the venue walls to have a voice and presence within.” Virtual Reality: The Key to Mobilizing Many of us might think of Virtual Reality as a failed technology of the 1980s and ‘90s, but Sorensen believes it’s the linchpin to making his theory a reality. He points to the recent success of experimental cross-media artist Chris Milk and his company VRSE.works, a Virtual Reality production company. They’ve created VR experiences for clients including the United Nations, the Museum of Modern Art, The New York Times, Vice and more, and Sorensen believes this type of VR production will only become more commonplace. Certainly, VR seems to be reaching its tipping point. In a matter of weeks, consumer-focused VR technologies Oculus Rift, HTC Vive and Sony Project Morpheus are set to launch. And on September 21, the VR startup Jaunt announced a new $66 million round of strategic funding led by The Walt Disney Company. SITUATION >> THE MOBILE TRUTH And where does Jaunt’s fastest-growing audience spend most of their time? On mobile, of course. A Solution to Experiential Problems One of the biggest challenges in the live experience realm is the difficulty of getting patrons to invest their time, money and energy to attend an event. From finding a babysitter to finding a parking spot, going somewhere can be an unwanted hassle for a lot of potential audiences. “The amount of time we have on a day-to-day level is so eaten up by the world we live in now,” Sorensen says. “That hour or hour and a half that people have left for entertainment – [live entertainment marketers] are fighting against Netflix, they’re fighting against all of these new disruptive models, and it’s bloody hard. If you add on a 40-minute journey each way on top of that to get to the event, and money for babysitters and food and drink … Instead, if you can sit down on the couch with your loved one and put on a VR headset – I know it sounds weird and crazy – but that’s the world we’re going to.” Making a live event as easy as turning on the TV means that live experiences will reach bigger audiences than ever. “That’s what excites me about things like theater, concerts and music, mediums that are being really challenged by the digital times. If the audience suddenly is exponentially bigger because of a piece of hardware whose digital avatars can be mobile in a way that we’ve never been able to do before, that changes everything. “It’s the democratization of theater and live entertainment.” Sorensen sees a solution to another problem in the live event space: patrons glued to their phones at inappropriate times. “This kind of technology is going to totally REVOLUTIONIZE the way we think about being ” . MOBILE - Ian Sorensen Brighter than the Sun Heartbeat of Home © Jim Byrne and Riverdream Productions , 2013. “People have attention-span issues,” he says. “But in a sense, VR could solve that on a huge scale.” How? By taking digital disrupters out of the building and still allowing them to experience the event through VR from the comfort of their home. It might sound counterintuitive, but Sorensen also believes people will pay better attention to a live event if they experience it through the framework of a digital device. “If you look at the amount of time people are willing to spend on a device,” he says, “they get wrapped up in it. If you look at the amount of time on average you spend watching TV or playing a video game or on your phone, you can spend hours. The device helps you stay focused.” For anyone who’s ever binge-watched Netflix or had an all-day video game marathon, you know this to be true. The important thing, Sorensen says, is to present the most engaging content possible. “Look at the research being done on Twitter,” he says. “When people sit down to watch a reality show, Twitter usage is up and down as it’s happening. But if it’s a piece of good drama, you get massive peaks before the show starts, and then the Twitter activity goes down to nothing, and then massive peaks afterwards. Because people want to be engaged. If you’re interested in the performance, you’re going to be engaged.” The Digital Persona: Without Limits The key to mobile success, according to Sorensen, is to stop playing catch-up with your competitors and to start thinking big. “A lot of people look at mobile and look at what other people are doing and think, that’s what we need to do,” he says. “The real challenge is to look at your problem and then figure out how to fix it. Not looking at what everyone else is doing, but looking for a better solution. “Technology changes so fast that if you’re always trying to do what the other person is doing, that’s all you’re ever going to do. So think further. That’s the main problem I see with how businesses think. They don’t think far enough. But if you have a long-term goal, you’re on a real path.” He’s hopeful that businesses in the live event space will see the possibilities afforded by mobilizing the digital persona through VR. “It’s a place where you can literally do anything,” he says. “If you want to have an avatar that can fly, you can. If you want to see parts of the world you’ve never seen, you can. If you can’t walk and you’re in a wheelchair, you can walk in the digital space. Here’s a space where you can do all of that and more. “It’s right on our doorstep.” 23 ISSUE #1: THE MOBILE TRUTH >> FALL 2015
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