The Weather Channel Will Be Making Weather More Immersive
Immersive weather in the studio as The Weather Channel looks to spice up its broadcasts.
In an attempt to really show the impact of various weather conditions, particularly those at the extreme ends, The Weather Channel’s parent company are teaming with The Future Group to present broadcasts in mixed reality (MR).
The technology being used in the broadcasts is using Unreal Engine, one of the most popular engines for videogame VR and MR experiences, and an engine which has begin to see use outside of videogames in industry.
The aim of the use of MR is to improve public understanding of the effects of extreme weather conditions and how it can impact people’s daily lives. The Future Group have worked extensively on immersive and interactive projects, including big-name brands such as Star Wars.
The Weather Channel has previously experimented with augmented reality (AR) in its broadcasts, particularly for sports coverage, using a 3D model of a sports field and explaining how weather can affect the event.
“Our immersive mixed reality (IMR) presentations will combine 360 HD video and augmented and virtual reality elements that are driven by real-time data and our expert on-air talent to transport our audience into the heart of the weather,” said the Vice President of Design for The Weather Group, Michael Potts. “Using The Future Group’s Frontier powered by Unreal Engine for weather broadcasting has never been done before. We are excited to continue our investment in the latest technologies that are not just cutting-edge, but on the bleeding edge of design and science.”
The Weather Channel has said that it is always looking for new ways to convey important safety and warning messages to viewers. By using Unreal engine and MR technology, the Weather Channel hopes it can continue to push the boundaries for immersive presentation by showing things like tornadoes or storm surges in detail.
For further news on new and innovative uses of mixed reality technology, keep checking back with VRFocus.