
Bonnka Lim, chief marketing officer at Tetavi, thinks new technology has emerged for users to enjoy the metaverse without old, outdated equipment such as headsets. Lim shares insight on the metaverse and the exciting opportunities ahead in VR and AR.
While the term metaverse, introduced in the science fiction novel “Snow Crash” by Neal Stephenson, has been around for 30 years, it wasn’t until Facebook rebranded as Meta last year that the term took off in a shot.
Metaverse refers to blending virtual or augmented reality that allow people to play, work and socialize. Facebook CEO Mark Zuckerberg claims it’s the future of the internet.
But have the right tools adapted to allow users to fully immerse themselves in the metaverse? Is the internet and social media truly ready to embrace VR and AR possibilities?
Bonnka Lim, chief marketing officer at Tetavi, thinks the technology has emerged for users to enjoy the metaverse without old, outdated equipment, such as headsets.
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“The metaverse is much more than just a virtual world,” Lim told Digital Signage Today. “AR/XR/MR, for instance, will help bridge the virtual world with the real world and could be the best symbol of the true value proposition of the metaverse. Now, users can experience an enhancement to their lives and experiences through digital technology, not just another technological accessory.”
Tetavi, formed in 2016, is a new media and video technology company, working to bring “photorealistic content” to the internet. The business has offices in Los Angeles, Tel Aviv and Tokyo.
Lim offered further insights in an email interview with Digital Signage Today.
Q: Can you talk more about your role with Tetavi?
A: My role is to develop Tetavi’s brand strategy and spearhead the communication and media strategies for the company and our content partnerships. My goal is to establish Tetavi as the leader in the volumetric video capture industry and position the company as a key player in shaping the future of entertainment and immersive content creation.
Q: You came to Tetavi in November 2021. Prior to that, you had a lot of experience in the entertainment and video game industry, right?
A: Prior to joining Tetavi, I was the vice president of Content Marketing and Partnerships for Warner Bros. Games overseeing strategic verticals such as social/community, branded content, brand partnerships, live streaming, esports, events and experiential for the WB Games portfolio. I have more than 18 years of experience in building and launching gaming brands at a local and global level. I held strategic marketing positions at Microsoft, Electronic Arts, Ubisoft, and Warner Bros. Games, working on popular gaming franchises such as Halo, FIFA, Assassin’s Creed, Mortal Kombat, Lego video games and the Batman Arkham Series.
Q: Why did you decide to join Tetavi?
A: Because I was impressed by the breakthrough technology the company has developed around volumetric video capture and I could see all the potential applications in many industries such as entertainment, gaming, art and fashion to name a few. There is a huge opportunity to disrupt and lower the barrier of immersive media creation. Most of all, I’m excited to see how content creators will use our platform to create their digital self and more immersive content in the virtual
world.
Q: How did the idea for Tetavi’s immersive technology come about?
A: It started with a strong development team in Tel Aviv that through deep learning, artificial intelligence and algorithms, was able to develop a powerful technology to capture, render and insert a real human into a virtual environment. The team quickly realized that the photorealism they were able to get with the technology they developed could be beneficial to companies and content creators who create digital content based on video capture.
Q: In terms of technology, what are some of Tetavi’s key features?
A: On the hardware side, Tetavi has created an end-to-end volumetric video capture platform, using portable high-fidelity capture technology with proprietary depth cameras. You don’t need any green screen or mocap suit to capture volumetric content thanks to Tetavi’s technology. In that sense, Tetavi has developed a much more transportable and sizable studio solution to capture professional volumetric capture. On the software side, Tetavi has also built a proprietary algorithm tech using machine learning and AI as well as developing a full suite of professional volumetric capture tools.
Q: What are some of the biggest challenges currently for the VR industry? How can those challenges be overcome?
A: The biggest challenges of VR are accessibility, price and content. The barriers of entry to access such a technology are multiple: you have to buy a device that is hard to set up, could create some motion sickness and the cost of purchase is pretty steep. Some companies like Oculus are trying to lower those barriers by providing a more accessible device (wireless and attractive price) but the other issue VR is facing is the content. There isn’t enough content unique to VR that make people willing to make the jump. From games to videos to pure immersive experiences, there are not enough compelling and appealing VR content. VR is competing for time people spend on their screens. The value proposition has to be higher than console gaming, TV streaming or mobile gaming/social media.
Q: What does the future hold for the VR industry, especially in regards to the metaverse?
A: I still think there are huge opportunities around live events or pure immersive experiences that a VR headset can allow the users to fully immerse themselves and connect with other users in a virtual space. Watching an NBA game courtside with my friends that could be in a different state is really cool and is possible through VR. The biggest opportunity that VR has over other tech devices is the ability to fully immerse the users. Somewhere it cuts you from the reality and creates some kind of separation with the real world around you but on the other hand, it helps project you in a whole new dimension when you can have social interactions and virtual spaces with other users and allowing you to be yourself or someone you can’t be in the real world.