@Pixvana this week we announced our Virtual Reality Video platform, now known as SPIN VR. The word SPIN has obvious connections to the new VR and AR medium, namely, the ability to “spin” or otherwise adjust your point-of-view to perceive the experience from different perspectives and angles.
The photograph image of “spinning” fireworks was a direct inspiration–it captures both the beauty, power, and chaos of the VR industry and VR Video as a medium, in fall of 2016 (at ground-zero!)
The first two components of Pixvana SPIN will be our SPIN Player and SPIN Publisher. SPIN Player is both our own cross-VR-headset (eg: Android, Windows, Web) playback engine which connects to the Pixvana SPIN cloud to playback VR videos, as well as a set of tools for developers to implement support for SPIN’s video capabilities, in their own applications. SPIN includes a plug-in for Unity development, as well as a full-reference player so that media brands can build and distributed their own branded applications for VR Video. The SPIN Publisher is our cloud publishing toolset to load, encode, optimize, and stream vr-videos from Pixvana’s AWS hosted infrastructure. Videos created with SPIN can be hosted on Pixvana’s system, or, published to your own IT/cloud, for integration with your existing video delivery pipeline and resources.
I’ve worked on naming many products in my software career (Microsoft Expression and Silverlight, Puffin Design’s Commotion, Pinnacle Systems’ CineWave, and for better or worse, buuteeq!). With SPIN we went after a inspiring term for our broad platform for virtual, augmented, and mixed reality storytelling. SPIN aims to cover extensions such as SPIN VR, SPIN AR, and SPIN MR (eg: virtual, augmented, and mixed realities). I know it will be a great container brand to graduate all the way up to SPIN XR (as in “x”-reality).
There is a lot more coming from SPIN. We will be releasing technical previews, the full product, and other news about SPIN’s capabilities.