The Cinematic VR Formula
Author | : Chuck Ian Gordon |
Publisher | : |
Total Pages | : |
Release | : 2017 |
Genre | : |
ISBN | : 9783944218106 |
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Author | : Chuck Ian Gordon |
Publisher | : |
Total Pages | : |
Release | : 2017 |
Genre | : |
ISBN | : 9783944218106 |
Author | : John Bowditch |
Publisher | : CRC Press |
Total Pages | : 300 |
Release | : 2021-10-11 |
Genre | : Business & Economics |
ISBN | : 1000457044 |
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.
Author | : Hester Ebesu |
Publisher | : |
Total Pages | : 136 |
Release | : 2021-05-20 |
Genre | : |
ISBN | : |
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.
Author | : John Bowditch |
Publisher | : CRC Press |
Total Pages | : 272 |
Release | : 2021-10-12 |
Genre | : Business & Economics |
ISBN | : 1000457036 |
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.
Author | : Armin Grasnick |
Publisher | : Springer Nature |
Total Pages | : 409 |
Release | : 2022-01-04 |
Genre | : Computers |
ISBN | : 3662642018 |
Today, the reality we know can be recorded and reproduced true to reality using technical processes. Space and time are recreated virtually as a copy in artificial reality. However, the reproduction of virtual reality is not limited to a mere copy of what exists. A visitor to the virtual space does not have to be content with the pixelated image of the old familiar, but can encounter unreal phenomena in the illusory world that never existed in real life or are even physically impossible. This enables an expansion of the recorded reality and allows the perception of surprisingly new perspectives. A perspective denotes the perception of a fact from a certain point of view and corresponds to the way of looking at things. But a perspective is also the observation of a scene from a viewing position. From different perspectives the illusion of reality arises during the reproduction by observation. This vision is not based on imagination or hallucination, but is the basic function of virtual reality. This book describes the concepts, systems, and technologies used to create virtual reality from its ancient beginnings to the present, and provides a glimpse into a possible future. This book is a translation of the original German 1st edition Grundlagen der virtuellen Realität by Armin Grasnick, published by Springer-Verlag GmbH Germany, part of Springer Nature in 2020. The translation was done with the help of artificial intelligence (machine translation by the service DeepL.com). A subsequent human revision was done primarily in terms of content, so that the book will read stylistically differently from a conventional translation. Springer Nature works continuously to further the development of tools for the production of books and on the related technologies to support the authors.
Author | : Management Association, Information Resources |
Publisher | : IGI Global |
Total Pages | : 1797 |
Release | : 2017-09-13 |
Genre | : Computers |
ISBN | : 1522538232 |
Contemporary society resides in an age of ubiquitous technology. With the consistent creation and wide availability of multimedia content, it has become imperative to remain updated on the latest trends and applications in this field. Digital Multimedia: Concepts, Methodologies, Tools, and Applications is an innovative source of scholarly content on the latest trends, perspectives, techniques, and implementations of multimedia technologies. Including a comprehensive range of topics such as interactive media, mobile technology, and data management, this multi-volume book is an ideal reference source for engineers, professionals, students, academics, and researchers seeking emerging information on digital multimedia.
Author | : Management Association, Information Resources |
Publisher | : IGI Global |
Total Pages | : 1882 |
Release | : 2018-03-02 |
Genre | : Computers |
ISBN | : 152255470X |
Virtual and augmented reality is the next frontier of technological innovation. As technology exponentially evolves, so do the ways in which humans interact and depend upon it. Virtual and Augmented Reality: Concepts, Methodologies, Tools, and Applications is a comprehensive reference source for the latest scholarly material on the trends, techniques, and uses of virtual and augmented reality in various fields, and examines the benefits and challenges of these developments. Highlighting a range of pertinent topics, such as human-computer interaction, digital self-identity, and virtual reconstruction, this multi-volume book is ideally designed for researchers, academics, professionals, theorists, students, and practitioners interested in emerging technology applications across the digital plane.
Author | : Kath Dooley |
Publisher | : |
Total Pages | : 0 |
Release | : 2021 |
Genre | : |
ISBN | : 9783030721480 |
"What happens when viewers become the centre of virtual worlds that they can interact with in real time? Kath Dooley raises essential questions about the uniqueness of virtual reality as a storytelling medium, masterfully exploring the triggers that suspend our disbelief and opening the door to swan dive inside stories." - Fred Volhuer, Co-Founder and CEO, Atlas V, France "Dooley provides a much-needed overview of the growing media form of cinematic virtual reality, rigorously examining its unique narrative experiences and the complex production practices that shape them. This book is essential reading for scholars and practitioners looking to gain valuable insight into this emergent storytelling medium." - Anthony Smith, Lecturer in Television Theory, University of Salford 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. Kath Dooley is a filmmaker and academic in the Discipline of Theatre, Screen and Immersive Media at Curtin University, Western Australia. She co-edited The Palgrave Handbook of Screen Production published by Palgrave Macmillan in 2019.
Author | : Tareq Ahram |
Publisher | : Springer |
Total Pages | : 1020 |
Release | : 2019-07-24 |
Genre | : Technology & Engineering |
ISBN | : 3030256294 |
This book reports on research and developments in human-technology interaction. A special emphasis is given to human-computer interaction, and its implementation for a wide range of purposes such as healthcare, aerospace, telecommunication, and education, among others. The human aspects are analyzed in detail. Timely studies on human-centered design, wearable technologies, social and affective computing, augmented, virtual and mixed reality simulation, human rehabilitation and biomechanics represent the core of the book. Emerging technology applications in business, security, and infrastructure are also critically examined, thus offering a timely, scientifically-grounded, but also professionally-oriented snapshot of the current state of the field. The book is based on contributions presented at the 1st International Conference on Human Interaction and Emerging Technologies, IHIET 2019, held on August 22-24, in Nice, France. It offers a timely survey and a practice-oriented reference guide to systems engineers, psychologists, sport scientists, physical therapists, as well as decision-makers, designing or dealing with the new generation of service systems. User Experience of a Social Media Based Knowledge Sharing System in Industry Work, Chapter of this book is available open access under a CC BY 4.0 license at link.springer.com
Author | : Ben McCann |
Publisher | : Columbia University Press |
Total Pages | : 303 |
Release | : 2012-05-29 |
Genre | : Performing Arts |
ISBN | : 0231504659 |
Michael Haneke is one of the most important directors working in Europe today, with films such as Funny Games (1997), Code Unknown (2000), and Hidden (2005) interrogating modern ethical dilemmas with forensic clarity and merciless insight. Haneke's films frequently implicate both the protagonists and the audience in the making of their misfortunes, yet even in the barren nihilism of The Seventh Continent (1989) and Time of the Wolf (2003) a dark strain of optimism emerges, releasing each from its terrible and inescapable guilt. It is this contingent and unlikely possibility that we find in Haneke's cinema: a utopian Europe. This collection celebrates, explicates, and sometimes challenges the worldview of Haneke's films. It examines the director's central themes and preoccupations—bourgeois alienation, modes and critiques of spectatorship, the role of the media—and analyzes otherwise marginalized aspects of his work, such as the function of performance and stardom, early Austrian television productions, the romanticism of The Piano Teacher (2001), and the 2007 shot-for-shot remake of Funny Games.