5 Technical Articles about VR and AR
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Description
Experience Level: Expert
Project is for 5 professionally written, well researched and knowledgeable articles on the technology sector, focusing on new technologies Virtual Reality and Augmented Reality (VR and AR). We're looking for approx. 500-600 word length, separated by key headings.
These articles need to be:
* Articulate, written with a technologically savvy subscriber audience with an intermediate pre-existing knowledge of VR/AR
* Well researched to present a concise viewpoint that contemplates the most recent trends in Hardware, Platforms and Technologies
* Cites figures and trends from reputable and independent sources
* Be structured as a logical and concise exploration of the key subject matter in each article (logical headings throughout are important)
* Speak with authority and experience in the field of VR/AR and on the key subject matter
* Draw meaningful conclusions at the end of the articles
A good bar for the style of writing is leading articles from industry professionals on places like TechCrunch, CNET and so forth. Some degree of thinking around keywords and SEO is important but not critical (they should read fluid, this is not an SEO play - but the writer should have some concept of emphasizing and reusing key phrases)
To be successful you will INCLUDE in your bid:
* A confirmation you have read this brief and can meet the standard of writing expected
* Demonstrate you have an excellent grasp of professional English writing
* Give us links or examples of at least 3 articles you have written in the tech field (any length) - articles on VR/AR trends are a huge plus here too
We're looking for an ongoing Tech writer in this field, so if you're chosen we may rehire you directly (via Freelancer) for additional ongoing articles throughout 2018.
The first 5 articles will cover these key topics:
(1) VR Consumption Ecosystem
Discussing the different hardware (VR headsets) and their platform/consumption ecosystems, covering Vive/Rift through Daydream/Gear to 360 consumption via mobile/desktop on Youtube and Facebook; the benefits (experience) and limitations (audience, hardware, etc.) should be clearly explored on each platform
(2) Hybrid Tech in VR - exploring how a modern VR film studio needs to include traditional post production resources (editors, VFX articles) but also incorporate tech disciplines such as Unity developers; exploring the idea of 'startup tech' in the 'film world'
(3) VR Standards - exploring the differences between Monoscopic and Stereoscopic from acquisition (cameras) to production (systems) to consumption (viewing platforms); exploring the Resolution question, comparing how a 4K versus 6K and 8K VR video translates to viewing experiences on Vive/Rift, Daydream etc. - this article will explore notions around a video being a 360 epirectangular, and how 'field of view' and 'device resolution' can mean a 4K video can be 'blocky' on a native 2K per eye device; the article should rationalise the need to produce 8K or better stereoscopic video for 'true VR'
(4) VR Distribution platforms - exploring the current platforms tied to hardware (Vive/Steam, Rift/Rift Store... Daydream, Gear VR) as well as the emerging fields of VR arcades and cinemas, VR at film festivals and other bespoke VR viewing platforms and scenarios.. this article should be aimed at discussing 'where can people see my VR game or film', potential audience size and projected growth in 2018; most importantly, the article should draw conclusions on why 360/VR has an edge over standard 2D media (audience immersion and attention, etc.)
(5) Augmented 101 - a fundamental explanation of how augmented reality works, how current platforms Android and Apple are integrating it into their phones/ecosystems including why and how, what it means for consumers owning these handsets, and discussing how hardware enabled phones are only half of the equation and bespoke app/software development is required to deliver AR experiences
WE HAVE ALREADY HAD ONE WRITER WHO SAID HE HAD THE EXPERIENCE BUT DID NOT MEET THE TECHNICAL DEPTH REQUIRED SO PLEASE ONLY BID IF YOU HAVE DIRECT EXPERIENCE OF USING VR AND AR. PLEASE BID FOR ALL 5 ARTICLES. THERE WILL BE A PAID TRIAL ON FIRST ARTICLE TO BEGIN. MUCH MORE WORK AVAILABLE ON A WEEKLY BASIS AT A HIGHER RATE ONCE PROVEN. URGENT!!
These articles need to be:
* Articulate, written with a technologically savvy subscriber audience with an intermediate pre-existing knowledge of VR/AR
* Well researched to present a concise viewpoint that contemplates the most recent trends in Hardware, Platforms and Technologies
* Cites figures and trends from reputable and independent sources
* Be structured as a logical and concise exploration of the key subject matter in each article (logical headings throughout are important)
* Speak with authority and experience in the field of VR/AR and on the key subject matter
* Draw meaningful conclusions at the end of the articles
A good bar for the style of writing is leading articles from industry professionals on places like TechCrunch, CNET and so forth. Some degree of thinking around keywords and SEO is important but not critical (they should read fluid, this is not an SEO play - but the writer should have some concept of emphasizing and reusing key phrases)
To be successful you will INCLUDE in your bid:
* A confirmation you have read this brief and can meet the standard of writing expected
* Demonstrate you have an excellent grasp of professional English writing
* Give us links or examples of at least 3 articles you have written in the tech field (any length) - articles on VR/AR trends are a huge plus here too
We're looking for an ongoing Tech writer in this field, so if you're chosen we may rehire you directly (via Freelancer) for additional ongoing articles throughout 2018.
The first 5 articles will cover these key topics:
(1) VR Consumption Ecosystem
Discussing the different hardware (VR headsets) and their platform/consumption ecosystems, covering Vive/Rift through Daydream/Gear to 360 consumption via mobile/desktop on Youtube and Facebook; the benefits (experience) and limitations (audience, hardware, etc.) should be clearly explored on each platform
(2) Hybrid Tech in VR - exploring how a modern VR film studio needs to include traditional post production resources (editors, VFX articles) but also incorporate tech disciplines such as Unity developers; exploring the idea of 'startup tech' in the 'film world'
(3) VR Standards - exploring the differences between Monoscopic and Stereoscopic from acquisition (cameras) to production (systems) to consumption (viewing platforms); exploring the Resolution question, comparing how a 4K versus 6K and 8K VR video translates to viewing experiences on Vive/Rift, Daydream etc. - this article will explore notions around a video being a 360 epirectangular, and how 'field of view' and 'device resolution' can mean a 4K video can be 'blocky' on a native 2K per eye device; the article should rationalise the need to produce 8K or better stereoscopic video for 'true VR'
(4) VR Distribution platforms - exploring the current platforms tied to hardware (Vive/Steam, Rift/Rift Store... Daydream, Gear VR) as well as the emerging fields of VR arcades and cinemas, VR at film festivals and other bespoke VR viewing platforms and scenarios.. this article should be aimed at discussing 'where can people see my VR game or film', potential audience size and projected growth in 2018; most importantly, the article should draw conclusions on why 360/VR has an edge over standard 2D media (audience immersion and attention, etc.)
(5) Augmented 101 - a fundamental explanation of how augmented reality works, how current platforms Android and Apple are integrating it into their phones/ecosystems including why and how, what it means for consumers owning these handsets, and discussing how hardware enabled phones are only half of the equation and bespoke app/software development is required to deliver AR experiences
WE HAVE ALREADY HAD ONE WRITER WHO SAID HE HAD THE EXPERIENCE BUT DID NOT MEET THE TECHNICAL DEPTH REQUIRED SO PLEASE ONLY BID IF YOU HAVE DIRECT EXPERIENCE OF USING VR AND AR. PLEASE BID FOR ALL 5 ARTICLES. THERE WILL BE A PAID TRIAL ON FIRST ARTICLE TO BEGIN. MUCH MORE WORK AVAILABLE ON A WEEKLY BASIS AT A HIGHER RATE ONCE PROVEN. URGENT!!
Natalie R.
100% (32)Projects Completed
11
Freelancers worked with
8
Projects awarded
85%
Last project
3 May 2019
United Kingdom
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