Bravo Media's diverse exploration of interactive experiences keeps them on the cutting edge of multi-media production. Their capabilities include 2D and 3D motion graphics, projection mapping, interactive displays, custom social media content, animated explainers, large-format LED displays, video walls and virtual reality experiences on the Oculus Rift and other emerging VR platforms.
Clever Tech Digest sat down with David Title, Chief Engagement Officer of Bravo Media, to discuss the future of experiential media and how it may integrate into mainstream society. Augmented Reality, Virtual Reality, and Projection Mapping have been around for a while, but are just now becoming affordable and advanced enough for the general populous to engage with these interactive technologies in their daily lives.
This new accessibility to multi-media platforms foreshadows the blossoming of new industries, and an increase in job opportunities for creatives. Read on to learn more about Bravo Media and the exciting future of immersive experiences.
For our readers just learning about you, please describe your background, what Bravo Media does, and its genesis.
My “formal” education was all in theater, ending with getting my MFA in Directing from Rutgers’ Mason Gross School of the Arts. I segued from theater to film, working in feature film development and packaging in New York. In December, 2005, YouTube launched and a few months later I put together a “New Media” incubator producing web series for a traditional commercial production company.
Two years later, the big old-school commercial production company was crushed by the shifting economy and the move to truly digital production. That’s when I joined up with the gang at Bravo Media.
Today, Bravo is a multi-platform production and experiential studio that brings together editors, animators, developers, producers and creatives under one roof with a core mission to provide our clients with authentic moments of engagement. Bravo's capabilities include video production, 2D/3D animation and motion graphics, Virtual Reality, Augmented Reality, Projection Mapping and custom interactive displays.
Bravo Media works in many mediums, even emerging technologies like Virtual Reality, to tell exciting narratives about brands, historical events, and more. What technologies/mediums are you itching to play with next?
We’re excited to see how Augmented Reality evolves. We actually did our first AR project in 2006 - a face-tracking experience for The Black Eyed Peas on MySpace. Since then we’ve done a few small projects but nothing substantial. Curious to see what Apple and Magic Leap are going to bring to the table in the next year.
In Virtual Reality, I’m excited for us to move onto social uses. Right now, most VR experiences are solitary experiences but before long we will be able to inhabit virtual worlds with other people in real time. Once that happens, VR will become a must-have hardware. Add in haptics and the big problem will be, “what do I do when my virtual world is better than my real world?”
Projection mapping, in a way, is a large scale group augmented reality experience. Describe how you imagine this nuanced, but simple, interactive technology integrating into our daily lives? retail experiences? education? homes?
We love projection mapping, and projectors in general, for the range of ways they can be used to present images and information. With the new laser/led projectors there is no more replacing lamps every 1200 hours and they run cooler and quieter than traditional projectors. There are smaller, brighter projectors coming to market that expand options further.
The big trend in Projection Mapping has been the large-scale displays such as ones done on the Sydney Opera House or The Roosevelt Hotel. Those are super cool but comically expensive and very short-lived.
The next wave will be much smaller, more specific projection mapping done indoors. We’ve done long-term installed projection systems for The Four Seasons, The Late Show with Stephen Colbert and a number of office lobbies and reception areas. We expect that trend to grow quickly.
What are the main limitations and obstacles you face developing interactive spaces?
Direct sunlight. At least for anything projected. It’s also challenging to create interactive experiences for retail since they need to scale for multiple locations that will lack any sort of full-time tech support. Other than that, it’s just about educating folks as to what is possible since most of what we are doing is not going to be familiar to our clients.
What question do you wish I had asked you?
Why did Facebook spend $3B for Oculus?
Paint me two pictures:
1. Your utopian dream for a sensory and physically augmented society.
In theory, in a virtual world issues of gender and race could be completely eliminated. If you aren’t able to know the “real” gender or race of the person you are interacting with than those notions can’t impact the nature of that interaction.
2. Your fears for the coming mechanically and digitally integrated human race.
Two words: Artificial Intelligence. The more I learn about Watson the more terrified I become.
Learn more about Bravo Media at http://www.bravomedia.com/2017