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The Cinematic VR Field Guide

The Cinematic VR Field Guide
Author: Hester Ebesu
Publisher:
Total Pages: 136
Release: 2021-05-20
Genre:
ISBN:

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Virtual reality (VR) is truly a new medium. Along with the excitement at the creative possibilities, there is also much confusion within the film industry on how best to shoot a compelling piece of VR content. Questions regarding camera movement, blocking, lighting, stereoscopic 3D versus mono, spatial sound capture, and interactivity all get asked repeatedly. As Jaunt is at the forefront of cinematic virtual reality production, the purpose of this guide is to share our experiences with shooting a vast array of VR content with the wider community-what works and what doesn't. We are not, however, trying to produce an exhaustive text on the entirety of filmmaking but rather trying to cover the additional complexities and challenges that come with shooting in VR. Much of what will be discussed is framed through the lens (so to speak) of the Jaunt ONE camera system as that is the rig with which we are most familiar and we provide specific details on it wherever applicable. The vast majority of the content of this paper covers general VR shooting techniques however and we attempt to keep the material as agnostic as possible. Virtual reality technology as well as the language of cinematic VR is constantly and rapidly changing at a breakneck pace so we will endeavor to update this guide from time to time as new techniques present themselves and new technology develops. We hope you enjoy this guide.


Cinematic Virtual Reality

Cinematic Virtual Reality
Author: Kath Dooley
Publisher: Springer Nature
Total Pages: 146
Release: 2021-04-27
Genre: Art
ISBN: 3030721477

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With reference to traditional film theory and frameworks drawn from fields such as screenwriting studies and anthropology, this book explores the challenges and opportunities for both practitioners and viewers offered by the 360-degree storytelling form. It focuses on cinematic virtual reality (CVR), a format that involves immersive, high quality, live action or computer-generated imagery (CGI) that can be viewed through head mounted display (HMD) goggles or via online platforms such as YouTube. This format has surged in popularity in recent years due to the release of affordable high quality omnidirectional (360-degree) cameras and consumer grade HMDs. The book interrogates four key concepts for this emerging medium: immersion, presence, embodiment and proximity through an analysis of innovative case studies and with reference to practitioner interviews. In doing so, it highlights the specificity of the format and provides a critical account of practitioner approaches to the concept development, writing and realisation of short narrative CVR works. The book concludes with an account of the author’s practice-led research into the form, providing a valuable example of creative practice in the field of immersive media.


Virtual Reality Filmmaking

Virtual Reality Filmmaking
Author: Celine Tricart
Publisher: Taylor & Francis
Total Pages: 260
Release: 2017-11-22
Genre: Art
ISBN: 1315280396

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Virtual Reality Filmmaking presents a comprehensive guide to the use of virtual reality in filmmaking, including narrative, documentary, live event production, and more. Written by Celine Tricart, a filmmaker and an expert in new technologies, the book provides a hands-on guide to creative filmmaking in this exciting new medium, and includes coverage on how to make a film in VR from start to finish. Topics covered include: The history of VR; VR cameras; Game engines and interactive VR; The foundations of VR storytelling; Techniques for shooting in live action VR; VR postproduction and visual effects; VR distribution; Interviews with experts in the field including the Emmy-winning studios Felix & Paul and Oculus Story Studio, Wevr, Viacom, Fox Sports, Sundance’s New Frontier, and more.


The DSLR Field Guide

The DSLR Field Guide
Author: Michael Freeman
Publisher: CRC Press
Total Pages: 350
Release: 2013-08-21
Genre: Photography
ISBN: 113608701X

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Today's DSLRs have manuals running to hundreds of pages, but they neglect one crucial fact: great photographers do not just simply know how to navigate menus, they also understand how their camera works and how to get the best possible pictures from it. The DSLR Field Guide shares Michael Freeman's decades of professional photography experience with digital technology--from the anatomy of a DSLR, though to making the most of the camera's many settings so you can operate it with speed and accuracy, confident that you will be achieving the best possible result. Michael Freeman is the author of the global bestseller, The Photographer's Eye. Now published in sixteen languages, The Photographer's Eye continues to speak to photographers everywhere. Reaching 100,000 copies in print in the US alone, and 300,000+ worldwide, it shows how anyone can develop the ability to see and shoot great digital photographs.


Augmented Reality, Virtual Reality, and Computer Graphics

Augmented Reality, Virtual Reality, and Computer Graphics
Author: Lucio Tommaso De Paolis
Publisher: Springer
Total Pages: 518
Release: 2018-07-13
Genre: Computers
ISBN: 3319952706

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The 2-volume set LNCS 10850 and 10851 constitutes the refereed proceedings of the 5th International Conference on Augmented Reality, Virtual Reality, and Computer Graphics, AVR 2018, held in Otranto, Italy, in June 2018. The 67 full papers and 26 short papers presented were carefully reviewed and selected from numerous submissions. The papers are organized in the following topical sections: virtual reality; augmented and mixed reality; computer graphics; human-computer interaction; applications of VR/AR in medicine; and applications of VR/AR in cultural heritage; and applications of VR/AR in industry.


Interactivity, Game Creation, Design, Learning, and Innovation

Interactivity, Game Creation, Design, Learning, and Innovation
Author: Anthony L. Brooks
Publisher: Springer
Total Pages: 546
Release: 2019-01-30
Genre: Computers
ISBN: 3030061345

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This book constitutes the refereed post-conference proceedings of two conferences: The 7th EAI International Conference on ArtsIT, Interactivity and Game Creation (ArtsIT 2018), and the 3rd EAI International Conference on Design, Learning, and Innovation (DLI 2018). Both conferences were hosed in Braga, Portugal, and took place October 24-26, 2018. The 51 revised full papers presented were carefully selected from 106 submissions. ArtsIT , Interactivity and Game Creation is meant to be a place where people in arts, with a keen interest in modern IT technologies, meet with people in IT, having strong ties to art in their works. The event also reflects the advances seen in the open related topics Interactivity (Interaction Design, Virtual Reality, Augmented Reality, Robotics) and Game Creation (Gamification, Leisure Gaming, GamePlay). ArtsIT has been successfully co-located with DLI as the design, learning and innovation frame the world of IT, opening doors into an increasingly playful worlds. So the DLI conference is driven by the belief that tools, techniques and environments can spark and nature a passion for learning, transformation domains such as education, rehabilitation/therapy, work places and cultural institutions.


The Power of Virtual Reality Cinema for Healthcare Training

The Power of Virtual Reality Cinema for Healthcare Training
Author: John Bowditch
Publisher: CRC Press
Total Pages: 272
Release: 2021-10-12
Genre: Business & Economics
ISBN: 1000457036

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Cinematic Virtual Reality brings a combination of documentary, narrative and game design principles to the medical profession and, in the healthcare arena, collaboration is a key component for creating intellectually- and emotionally- rich immersive experiences. "The Power of Virtual Reality Cinema for Healthcare Training" gathers more than a dozen experts from both the production and healthcare fields to break down best practices for creating successful cine-VR projects. Designed for multi-disciplinary teams interested in integrating cine-VR production into their healthcare training and educational programs, this book has been written for two audiences: the healthcare professional interested in what production experts consider when approaching a project, and the media expert curious about how this new technology can be used in the medical field. Highlights include: Cutting edge medical education techniques developed by Ohio University’s GRID Lab, including: PREality (creating a forced sense of deja-vu to increase acclimation time), a unique approach to eye-tracking to enhance team performance, and the low-CRIS technique (a low-cost rapid implementation strategy to capture patient care for rapid graduate student training). Insightful production techniques that will enhance your cine-VR projects including advanced plating methods to hide lighting set-ups, immersive audio considerations, and new ways to consider 360 storytelling including the Lovrick montage and the Christmas Carol continuum for story development. Detailed explanations of the production considerations and results of specific cine-VR productions (from funding approaches to distribution) including access to more than five hours of cine-VR examples of the actual productions available for download. Details on a wide variety of medical cine-VR projects, including 100 images that illustrate best practices for topics such as recording in active medical facilities, building successful multi-disciplinary teams, working within HIPAA regulations, conceptualizing cine-VR libraries for graduate education, and implementing innovative distribution models.


The Cinematic VR Formula

The Cinematic VR Formula
Author: Chuck Ian Gordon
Publisher:
Total Pages:
Release: 2017-10-14
Genre:
ISBN: 9783944218113

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The best way to learn how to make VR movies is to create them! This book is a step by step guide for aspiring Virtual Reality movie makers. In 10 brief levels you will learn about: funding, story, projection techniques, spatial sound, VR preproduction, production, and postproduction and many more things. This book focuses on principles rather than the latest VR gadgets. It is an addon to your classic movie making skills. "You can learn from pioneers and experts whose wisdom Chuck Ian Gordon supercharged with his own knowledge in Cinematic VR. You wanna create your own VR movie? Well, here you go with profound checklists and guidelines!" Dr. Michael Klein, director INM-Institute for New Media, Frankfurt. "Looking at the future, Chuck Ian Gordon in his book "The Cinematic VR Formula" describes charmingly his broad view of a new wonderland that will unquestionably enrich our world." Fabian Schempp, UX-Designer at Fabian&Jan


Human-Computer Interaction – INTERACT 2019

Human-Computer Interaction – INTERACT 2019
Author: David Lamas
Publisher: Springer Nature
Total Pages: 794
Release: 2019-08-28
Genre: Computers
ISBN: 3030293815

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The four-volume set LNCS 11746–11749 constitutes the proceedings of the 17th IFIP TC 13 International Conference on Human-Computer Interaction, INTERACT 2019, held in Paphos, Cyprus, in September 2019. The total of 111 full papers presented together with 55 short papers and 48 other papers in these books was carefully reviewed and selected from 385 submissions. The contributions are organized in topical sections named: Part I: accessibility design principles; assistive technology for cognition and neurodevelopment disorders; assistive technology for mobility and rehabilitation; assistive technology for visually impaired; co-design and design methods; crowdsourcing and collaborative work; cyber security and e-voting systems; design methods; design principles for safety/critical systems. Part II: e-commerce; education and HCI curriculum I; education and HCI curriculum II; eye-gaze interaction; games and gamification; human-robot interaction and 3D interaction; information visualization; information visualization and augmented reality; interaction design for culture and development I. Part III: interaction design for culture and development II; interaction design for culture and development III; interaction in public spaces; interaction techniques for writing and drawing; methods for user studies; mobile HCI; personalization and recommender systems; pointing, touch, gesture and speech-based interaction techniques; social networks and social media interaction. Part IV: user modelling and user studies; user experience; users’ emotions, feelings and perception; virtual and augmented reality I; virtual and augmented reality II; wearable and tangible interaction; courses; demonstrations and installations; industry case studies; interactive posters; panels; workshops. The chapter ‘Analyzing Accessibility Barriers Using Cost-Benefit Analysis to Design Reliable Navigation Services for Wheelchair Users’ is open access under a CC BY 4.0 license.


Sound and Image

Sound and Image
Author: Andrew Knight-Hill
Publisher: CRC Press
Total Pages: 415
Release: 2020-05-26
Genre: Computers
ISBN: 1000069761

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Sound and Image: Aesthetics and Practices brings together international artist scholars to explore diverse sound and image practices, applying critical perspectives to interrogate and evaluate both the aesthetics and practices that underpin the audiovisual. Contributions draw upon established discourses in electroacoustic music, media art history, film studies, critical theory and dance; framing and critiquing these arguments within the context of diverse audiovisual practices. The volume’s interdisciplinary perspective contributes to the rich and evolving dialogue surrounding the audiovisual, demonstrating the value and significance of practice-informed theory, and theory derived from practice. The ideas and approaches explored within this book will find application in a wide range of contexts across the whole scope of audiovisuality, from visual music and experimental film, to narrative film and documentary, to live performance, sound design and into sonic art and electroacoustic music. This book is ideal for artists, composers and researchers investigating theoretical positions and compositional practices which bring together sound and image.