USA TODAY US Edition

Oculus launches pilot programs to learn VR

High schoolers, non-profits will be given gear, expertise

- Edward C. Baig @edbaig USA TODAY

Most of the energy spent to date on virtual reality has been around gaming and entertainm­ent. Oculus is rolling out a program with the goal of using VR as an inspiratio­n for social change.

Along the way, it will get feedback and a chance to flaunt its new technology with the next generation of VR consumers: teens.

Dubbed VR for Good, the program launches with two pilots.

In the first, the Facebookow­ned company is connecting students at nine San Francisco Bay Area high schools with profession­al filmmakers, the aim of which is to have the youngsters produce three- to five-minute 360 videos about their local communitie­s and what is important to them. Oculus is donating gear to the schools, consisting of Samsung Gear VR headsets, Samsung Galaxy S6 smartphone­s, Ricoh Theta S 360 cameras, plus access to editing software. And the company is putting students and educators in touch with VR film “mentors.”

In the second For Good pilot, yet-to-be-chosen non-profit organizati­ons will be given a chance to showcase their social missions through 360 videos. Oculus will match the non-profits with 10 filmmakers and once again supply the gear and expertise, in this case including profession­al Nokia OZO cameras valued at $60,000 each, along with post-production support, a travel budget and one- on-one mentorship.

The non-profits can apply the end of May. Organizati­ons selected will participat­e in a two-day bootcamp July 26-27, with the first videos to be unveiled in January at the Sundance Film Festival.

Oculus is sinking $1 million as a starting point for the VR for Good initiative, which, if successful, it hopes to spread through other projects around the country.

Facebook has an incentive beyond the social good, of course. A major challenge for Oculus — and for that matter, all the other companies evangelizi­ng virtual reality or augmented reality as immersive new mediums (Google, HTC, Sony and Microsoft among them) — is to get people to experience the technologi­es and then create in this brand-new medium. With this program, it’s reaching young trendsette­rs who can potentiall­y spread the world about Oculus.

“Projects like this are going to bear fruit in the very long run,” says Eugene Wei, the head of video at Oculus.

Tech companies have long used partnershi­ps with schools, usually with additional free gear and training, as a way to spread their brand with young consumers and gain key insights into how things work. Lauren Burmaster, program lead for VR for Good at Oculus, says the student films will be showcased on Facebook and on Oculus.

 ??  ?? JENNIFER LEAHY FOR OCULUS
JENNIFER LEAHY FOR OCULUS

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