Immersive Video Technologies

Immersive Video Technologies
Author: Giuseppe Valenzise,Martin Alain,Emin Zerman,Cagri Ozcinar
Publsiher: Academic Press
Total Pages: 686
Release: 2022-09-29
Genre: Computers
ISBN: 9780323986236

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Get a broad overview of the different modalities of immersive video technologies—from omnidirectional video to light fields and volumetric video—from a multimedia processing perspective. From capture to representation, coding, and display, video technologies have been evolving significantly and in many different directions over the last few decades, with the ultimate goal of providing a truly immersive experience to users. After setting up a common background for these technologies, based on the plenoptic function theoretical concept, Immersive Video Technologies offers a comprehensive overview of the leading technologies enabling visual immersion, including omnidirectional (360 degrees) video, light fields, and volumetric video. Following the critical components of the typical content production and delivery pipeline, the book presents acquisition, representation, coding, rendering, and quality assessment approaches for each immersive video modality. The text also reviews current standardization efforts and explores new research directions. With this book the reader will a) gain a broad understanding of immersive video technologies that use three different modalities: omnidirectional video, light fields, and volumetric video; b) learn about the most recent scientific results in the field, including the recent learning-based methodologies; and c) understand the challenges and perspectives for immersive video technologies. Describes the whole content processing chain for the main immersive video modalities (omnidirectional video, light fields, and volumetric video) Offers a common theoretical background for immersive video technologies based on the concept of plenoptic function Presents some exemplary applications of immersive video technologies

Virtual Reality and Light Field Immersive Video Technologies for Real World Applications

Virtual Reality and Light Field Immersive Video Technologies for Real World Applications
Author: Gauthier Lafruit,Mehrdad Teratani
Publsiher: IET
Total Pages: 390
Release: 2021-12-22
Genre: Computers
ISBN: 9781785615788

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Inspired by MPEG-I and JPEG-PLENO standardization activities, this book is for readers who want to understand 3D representations and multi-camera video processing for novel immersive media applications. The authors address new challenges that arise beyond compression-only, such as depth acquisition and 3D rendering.

Designing Immersive Video Games Using 3DUI Technologies

Designing Immersive Video Games Using 3DUI Technologies
Author: Arun K. Kulshreshth,Joseph J. LaViola Jr.
Publsiher: Springer
Total Pages: 114
Release: 2018-05-29
Genre: Computers
ISBN: 9783319779539

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A 3D user interface (3DUI) is an interface in which the user performs tasks in three dimensions. For example, interactions using hand/body gestures, interaction using a motion controller (e.g. Sony PlayStation Move), interaction with virtual reality devices using tracked motion controllers, etc. All these technologies which let a user interact in three dimensions are called 3D user interface technologies. These 3D user interfaces have the potential to make games more immersive & engaging and thus potentially provide a better user experience to gamers. Although 3D user interface technologies are available for games, it is unclear how their usage affects game play and if there are any user performance benefits. This book presents state of the art research on exploring 3D user interface technologies for improving video games. It also presents a review of research work done in this area and describes experiments focused on usage of stereoscopic 3D, head tracking, and hand gesture-based control in gaming scenarios. These experiments are systematic studies in gaming environments and are aimed at understanding the effect of the underlined 3D interface technology on the gaming experience of a user. Based on these experiments, several design guidelines are presented which can aid game designers in designing better immersive games.

Reality Check

Reality Check
Author: Jeremy Dalton
Publsiher: Kogan Page Publishers
Total Pages: 249
Release: 2021-01-03
Genre: Business & Economics
ISBN: 9781789666342

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Discover THE next big competitive advantage in business: learn how augmented and virtual reality can put your business ahead. Augmented reality (AR) and virtual reality (VR) are part of a new wave of immersive technologies that offer huge opportunities for businesses, across industries and regardless of their size. Most people think of AR or VR as a new development in video gaming like Pokémon GO, or an expensive marketing campaign by the Nikes of the world. The truth is, businesses of any size can put these new technologies to immediate use in areas that include: - Learning and development - Remote collaboration and assistance - Visualization of remote assets and environments - Sales and marketing - Consumer behaviour research Reality Check dispels the common misconceptions of AR and VR, such as them being too expensive or not easily scalable, and details how business leaders can integrate them into their business to deliver more efficient, impactful and cost-effective business solutions. The up and coming voice of AR and VR for businesses, Jeremy Dalton, uses case studies from organizations all over the world including Cisco, Ford, GlaxoSmithKline, La Liga and Vodafone to showcase the practical uses of immersive technologies. Reality Check makes cutting-edge technology accessible and grounds them into the everyday workings of normal businesses. It is your one-stop non-technical guide to incredibly exciting new technologies that will deliver results.

Cases on Immersive Virtual Reality Techniques

Cases on Immersive Virtual Reality Techniques
Author: Yang, Kenneth C.C.
Publsiher: IGI Global
Total Pages: 381
Release: 2019-04-12
Genre: Computers
ISBN: 9781522559139

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As virtual reality approaches mainstream consumer use, new research and innovations in the field have impacted how we view and can use this technology across a wide range of industries. Advancements in this technology have led to recent breakthroughs in sound, perception, and visual processing that take virtual reality to new dimensions. As such, research is needed to support the adoption of these new methods and applications. Cases on Immersive Virtual Reality Techniques is an essential reference source that discusses new applications of virtual reality and how they can be integrated with immersive techniques and computer resources. Featuring research on topics such as 3D modeling, cognitive load, and motion cueing, this book is ideally designed for educators, academicians, researchers, and students seeking coverage on the applications of collaborative virtual environments.

The 360 Gaze

The 360   Gaze
Author: Christian Stiegler
Publsiher: MIT Press
Total Pages: 315
Release: 2021-05-25
Genre: Social Science
ISBN: 9780262363303

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A comprehensive study of the pervasive role of immersion and immersive media in postmodern culture, from a humanities and social sciences perspective. Virtual reality, augmented reality, mixed reality, and other modes of digitally induced immersion herald a major cultural and economic shift in society. Most academic discussions of immersion and immersive media have focused on the technological aspects. In The 360° Gaze, Christian Stiegler takes a humanities and social science approach, emphasizing the human implications of immersive media in postmodern culture. Examining characteristics common to all immersive experiences, he uncovers dominant metaphors, such as the rabbit hole, and prevailing ideologies. He raises fundamental questions about opportunities and risks associated with immersion, as well as the potential effects on individuals, communities, and societies.

Cognitive and Affective Perspectives on Immersive Technology in Education

Cognitive and Affective Perspectives on Immersive Technology in Education
Author: Zheng, Robert Z.
Publsiher: IGI Global
Total Pages: 337
Release: 2020-05-22
Genre: Education
ISBN: 9781799832522

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Immersive technology as an umbrella concept consists of multiple emerging technologies including augmented reality (AR), virtual reality (VR), gaming, simulation, and 3D printing. Research has shown immersive technology provides unique learning opportunities for experiential learning, multiple perspectives, and knowledge transfer. Due to its role in influencing learners’ cognitive and affective processes, it is shown to have great potential in changing the educational landscape in the decades to come. However, there is a lack of general cognitive and affective theoretical framework to guide the diverse aspects of immersive technology research. In fact, lacking the cognitive and affective theoretical framework has begun to hamper the design and application of immersive technology in schools and related professional training. Cognitive and Affective Perspectives on Immersive Technology in Education is an essential research book that explores methods and implications for the design and implementation of upcoming immersive technologies in pedagogical and professional development settings. The book includes case studies that highlight the cognitive and affective processes in immersive technology as well as the successful applications of immersive technology in education. Featuring a wide range of topics such as curriculum design, K-12 education, and mobile learning, this book is ideal for academicians, educators, policymakers, curriculum developers, instructional designers, administrators, researchers, and students.

Role of immersive media in public understanding of socio scientific issues SSIs

Role of immersive media in public understanding of socio scientific issues  SSIs
Author: Fahad Asmi,Rongting Zhou,Darren Mundy,Xuesong Zhai,Muhammad Azfar Anwar
Publsiher: Frontiers Media SA
Total Pages: 193
Release: 2023-03-24
Genre: Science
ISBN: 9782832518861

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