This ignores some of the history of VR (see below), as well as the coincidence that interactive panoramic images and videos on the web are displayed as textures on the inside of a 3D cube (or sphere, in some cases). 'Virtual reality,' or VR, has generally been applied to 3D computer-generated graphics. There are some who say that anything that starts with a camera pointed at the real world is not VR. #Gear vr photo viewer fullVR differs from flat, 2D photos by requiring at least a seamless 360-degree view, and eventually full freedom of 3D motion.įirst, let's get some semantics out of the way. The opportunities to share even simple, daily events become less about what was in the frame at the time, and more about what the whole location felt like. It isn't hard to imagine how different the experience of browsing through a gallery of images can be when they are not just thumbnails on a tight grid, but rather 'virtually' hung by the artist in a spacious VR room that mimics a physical gallery space. VR video adds the active immersion of being in the middle of a busy plaza, or riding inside a rally car during a nighttime ice race. In VR, this illusion is referred to as 'presence,' where not only the sights and sounds (and other sensory input) are believable, but the ‘show' itself reacts to the participant's actions in a plausible way. From the earliest days of synchronized film and sound playback, the illusion of being in a different place or time, and generating an emotional response to the experience, has been the goal of most modern communication and entertainment mediums. Virtual reality is an immersive experience that involves multiple senses, and, most importantly, responds to the intentional interaction of the viewer. VR was everywhere at NAB, and at CES this year.
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