 Hi everyone. Today I'll just share a bit more about what you have to learn. How do you see the future of story telling in VR? Because recently I've heard a lot more people talk about the telling story in VR. But most of them are referring to something like this. They're using consumer version 3D cameras that produce VR stories. Most of them are producing channels or something like this. They are doing VR stories. That's something we did about 1.5 years ago. To me the basic thing about producing VR stories in 3D format is you definitely have to create some very well-threaded tools that you can work on. And they can actually help you to really serve the purpose of shooting in VR. So these are the styles that we have. Actually it's quite dynamic. Firstly because we have to make sure that your camera has enough room to overlap each other. So actually you can create a good teaching result. For example if you talk about rigs or 3D rigs, you can use 6 GoPro cameras to power everything. But because the original lens of GoPro is only 120 to 90 degree which is only get probably like 50 to 20% of overlapping each other. So the room actually is currently not very enough. So give example like for example camera place here. The safety distance is already like 2 meters. Which means once you step into the 2 meters, it's very hard for you to get perfect teaching when you have moving objects around camera. So far actually activating the lens of the camera actually can significantly help you to pay the better teaching images. And beyond that as the video directors when you think about do you want to create stories actually you also want to create dynamic shots, not only stand shots. So you have to really think about whether you can use a lot of moving motion devices. So actually we modify a lot of motion devices. Like drones and the worker scooters and moving clothes. All those efforts to help us to create a better way to move the camera by remote control. But there's also quite a lot of issues be happening. For example, if you talk about the drone for a 360 aerial shot. So the 360 aerial shot, the key thing is the camera when you connect the drone the drone may have these vibrations. In the traditional filmmaking set, we have this three-axis gimbal to help the camera to compensate all the vibrations. But in the 360 camera because the gimbal is one whole circle shape actually it will just install the wrong camera. Then when you shoot, the gimbal will be in the scene. So you have to find an alternative way to reduce the vibrations and stabilize the cameras either by production or by post-production. The same thing like for the moving clothes. We have a traditional film vehicle that actually can carry a camera up to five to six kgs to move around with probably a 50 meters per minute something which is very ideal. But when we go to the 360 shot, we have to place the camera at the eye level not at the ground level. So the vibration will be a lot more than the traditional devices. So all this new way to be able to stabilize the camera to be able to preview monitor all the images is extremely important to us. So and also in simple 360 shoot, you have to always solve a lot of problems on set. For example, this is some product we did together with this very channel. So actually we have to really find a lot of different ways to read camera. For example, the first one is we have to read camera roller coaster. Then the issue is we must be aiming to shoot camera on the roller coaster. So camera have to mount roller coaster very tight. But apparently we have no way really test. We have really no way to fail. So I have to do the testing first. So I have to take the roller coaster first. I will hold the camera rigs over there. I will fill the vibrations. There are just some other stuff to really test vibrations, amount of vibrations. You know the regular mount actually can really take the camera. If not, we have to reduce the set up of the camera. Drop from 6 camera to 3 camera to 2 cameras. So always a lot of testing have to be done. A lot of problems have to start on one side. So like since underwater drones, we crash a few drones. Last time I told you we crash 3 drones. Now we crash 4 drones. There's a lot of issues happening on the side. So David talked about the content world. Actually we can produce what we feel is more relevant. We actually already produce a lot of 360 stories in very different purpose and format. We produce independent stories with artists to share local unique experiences. And also we fly overseas and then how to capture the after experience documentary videos. I think documentary is very good content. Definitely useful about 360 production. We also work with like government agencies and brands to create independent documentaries and also kind of like corporate video, emotional video in 360. But basically all these video projects we have basically in the purpose of sharing some stories, sharing their work, leaving, sharing their lives. So we show that giving a 360 work is very unique. For example, this project against Luhang. We are featuring this group of people that are actually diverse, handicapped divers. They are handicapped people who learn dive in 5 days. The topics are very unique and the scenarios are also quite different. So that's why we produce this content and she wants to use this content to encourage all these other handicapped people to learn how to dive. And work very well. So some projects we did with celebrities to form entertainment for the travels. So we can tell that actually 360 video has quite a very dynamic purpose at this moment is because this is the very easy way for the brand to pick up. Because there are enough channels to share the 360 video like Facebook or YouTube. So for them they definitely know that how can they really adapt it. So further now we feel that the 360 video also has its limitation. Because when you draw the audience into the virtual world they actually don't really want to just look around. They want to do something else. They want to do some interactions. Because they feel that there's a freedom they can look around. But they probably will expect it more. So we actually think about how we can actually make even a 360 video a bit more engaging. They actually develop kind of like an interactive measure to create interactive story that the audience actually can make choices in the world. But of course most of the content they have created are pre-recorded. So they can't really walk around in the virtual world. But what they can do is they actually can use a person's control to look around to make selections in the story. We also can adapt this concept to other corporate applications like property shows, channels, exhibitions. They're all along the same measure. But for me what I feel that the 360 video probably is not end story it has to be a bit more than that. It has to be more engaging, more interactive than that. The last thing I want to talk a bit more about is delivery. Because we also feel that deliver a 360 video online is one way. But we simply want to deliver more engaging interactive experiences. The accessibility of our device right now is still in the early stage. Like here we already shift over like a million new needs. I think our conclusions have resulted in something around that number. So which means it's very hard for everyone to enjoy the content by a mass distribution measure. So for us, maybe deliver some stories while we feel that how we can create something more practical way to deliver the story that we produce. So we think we actually should bring everything offline. Like an event based. Not only an event based, we actually can provide all the equipment together so everyone can come over to share the story together. And it's also because of another thought that we have in mind that when every time when I share the works with the audience, when they put on the VR device, we have no way to tell what exactly are they looking at. So this connection, this disconnection, they actually feel that the audience just isolated themselves in the virtual world. So for us, the one important thing is as a storyteller, the story is aimed to connect people rather than make them more isolated. So actually we create a system, it's an internal system, cause it's very high, aimed to create a shareable VR transition. So we use this system to actually try to make everyone immerse together into the virtual world in the different applications. For example, if we run through like a film screening. So in the film screening, actually we invite everyone together to everyone put on the VR device. Then we bring them to different stories together. So I feel these synergies are very unique, because when they share the same story, the actual activities in the VR world become very natural. They really talk to each other, hold hands to each other, even when they're viewing the same virtual reality video, even they can't really see each other. Then beyond that, actually this method can also be applied in different corporate applications. For example, you talk about the property developers when they do a property launching, we actually use the same method to create like a collective shareable VR experiences to them. So everyone should be viewing the same VR experiences together by guiding tools. So for us, we feel that when we talk about the delivery of VR experiences for now, for the more interactive experiences, maybe offline is a choice to the brand or even to do something independent stuff. Of course, we have a number of devices, we have a few. So there are already a few early adopters on this market that we can tell, because we entered this market very long time ago, like one-half year ago, and now no one is talking about VR. Even at the time, probably China is also not that aware of VR. Then right now, we already work with quite a few brands and partners to develop some hardware solutions and these solutions are also like the various software solutions. So the way hot brand pick up VR is very diverse. They might come to you to do kind of entertainment, stories, maybe they want to do travel shows, showcasing, they just want to see if they can try. But now it's a good time, because everyone, they are aware of VR. They always want to think about how they can really revolutionize themselves with VR. So people who have skills, have the capabilities to produce something that can help to renovate the industries, they definitely always have a chance. So now I feel that the challenge we are facing is the accessibility. So that's why I feel that the community is also very important. We hope to run a few more film screening events to help people to have a taste of VR. So they probably know how beautiful this meeting is. The future of VR storytelling from now on we move forward. It will go way beyond the pure interactive video. So for us, we actually are testing something very interesting. We actually scan ourselves, humans, and also scan the landscapes. So it brings everything to the 3D world. So it's totally like we actually create a full action game, a kind of story in the full 3D environment. But it's actually based on the real world textures. And we actually are using a certain other technology, like sensor camera to be able to help our audience to move around. So we actually can really put on the VR device to work around without any wires. But the key things on the frame rate, because right now we are loading a scene, it's like heavier than 200,000 case polygons that will run 30 years below 30 frame rate or something. So we are still struggling with other performance. But we feel that this is definitely one of the future that we are top of the storytelling in the 3D. The simply thing about the review, kind of walking in the story, it's really making you very excited. So the thing for us, I mean, we always try to predict that the purpose of telling stories in VR is very different from telling story in 2D. Because when you produce something in VR, you are producing work. So actually what we are doing, the activity actually is also to share the work. That's it. That's all I'm sharing. Thank you. Thanks, Enda, for the sharing. Is there any question that anybody would like to answer? Sounds like in the end there, as you move forward to get beyond the limitations of film, which is not that interactive, you're moving more into a simulation, basically making simulations, using film things, because you're both making something very realistic with a simulation, not just moving around, but then it's also present with possible to make it much more interactive. Is this part of where you see yourself going in the future for storytelling in VR? Definitely. I mean, for us, why does virtual reality actually attract us? It's because of the freedom it provides. But we also realize that the first coming, when we put out the VR device, when we watch even a simple 360 video, we always want for a few seconds at least. But after those few seconds, as a content creator, I always want to expect a bit more, because I know that that's not the end story. There's always something more than that. It's just because of the limiting of technology today, we are not able to run it in the very future-friendly devices. But we consider everything that's now being mentioned in the full high-end PC or driven by cables. It's very possible. I mean, for us, it's always to deliver something when it's ready, but we always keep on improving to wait until it's ready. Any more questions? If not, if anybody has any more questions or things that you want to chat with, then tell me a little bit. You are assuming that the audience wants to be active in the story. So for a passive audience, you should put on a VR device and you're sitting at home with the 360 users. So how do you combat that? So your question is even the 360, whether they want to interact or not, is that an assumption or is that a proven assumption? It is an assumption that people want to correct. If you have a room with 50 people, you will have a lot of customers. So how do you connect those pictures for the seat and watch in terms of quality, historical? Okay. What we have learned, because we have been running quite a few events with a group of people because collectively we are turning this. Most of the time, they are quite happy by just sitting there to view the story because most of the time, that's the only thing we can deliver to them. But sometimes they also feel that some of the machines stand up, some of them want to walk, some of them ask us whether we can walk around on something. So we feel that this small bus comes to us through that. I mean, they do have some people. Even there are also the same people who have never seen VR before. They always have this intuition to interact. We are not saying that this is the reference to majority, but we feel that as long as there are something they look forward to, we should really think about this as a possibility community. Okay. So thanks. Once again, let's thank and learn forward.