Ted Nachazel
360 Degree Photography Affordances and Constraints
Media has changed vastly over the decades. We have different styles of media, different ways to view media, and so many different options when it comes to creating media. A recent technology that has started to gain traction is 360-degree photography. This new technology allows people to view more than traditional 2-D perspective. With this new way of being able to capture a scene comes many affordances and constraints.
Being able to capture everything around you, then allow another person to experience entirely the same scene is something that has never been able to be done before. The technology for 360-degree photography is most likely early in its development. That being
…show more content…
Having devices that allow us to put on a headpiece and be put into another reality is a huge step for media.
With these devices, unfortunately, come many constraints. The content creator has more options for what the viewer can see, but at the same time it may not be what they want the viewer to see. In most forms of media today there is a main point that the viewer is observing. 2-D perspective video creators are able to change perspectives of how the viewer sees the media, but with 360 degrees the viewer may not see it in the same way the original creator intended. The viewer may even miss main points entirely because they were looking around and the main point of a video was behind them. On top of this the viewer may not even be able to watch the video. Many people report nausea when watching videos in 360 degrees. If there is not a way to ensure people do not feel sick while watching the videos, that means that this media will be limited by the number of people who are able to tolerate it. Being able to create the quality of content that is currently available on 2-D platforms may be difficult could also be an issue. Movie shoots require a lot of people and equipment, which is all behind the camera when only shooting one perspective. In a 360-movie you have to make sure you are capturing the things you want and nothing more. There is most likely going to be more work creating
The truth is that photography really does limit our understanding of the world. Although others may argue that photography deepens their understanding of the world around us, this “world” is the world that the photographer creates. The world that photography shows us is not the entire world, as there is more to see. Photography highly limits the understanding of our world in ways that we were not even aware of. The manipulation of images, showing an unreal world through images, not being able to experience what the photographer experienced, and replacing going places by looking at photographs are ways of how we are limited by photography.
In the past, virtual reality technology was thought of by many as a gimmick, and the hope for it to become a mainstream technology was discarded as products did not work as how the public envisioned. However, the proper technology is now available to make virtual reality just that: a reality. The entertainment industry is on the verge of a monumental paradigm shift that will completely transform the way these entertainment mediums are experienced.
Much of what is being focused on for VR is the sense of realism. This presence of realism is what will sell VR to its various users. The biggest drive for acquiring VR will come from its interactivity to each other, and to the devices.
Video mapping is projecting a video onto a 3D object (i.e. a building). It creates an interactive show, which engages the audience. Video mapping has hugely developed in recent years, with new technologies allowing more and more opportunities for
Practiced by thousands who shared no common tradition or training from the earliest days of taking photos, the first photographers were disciplined and united by no academy or guild, who considered their medium variously as a trade, a science, an art, or an entertainment, and who often were unaware of each other’s work. Exactly as it sounds photography means photo-graphing. The word photography comes from two Greek words, photo, or “light”, and graphos, or drawing and from the start of photography; the history of the aforementioned has been debated. The idea of taking pictures started some thirty-one thousand years ago when strikingly sophisticated images of bears, rhinoceroses, bison, horses and many other types of creators were
3D Multimedia Architects mission is to enable the ultimate visual experience to transport an audience to another time and space. With the best spherical media software, combined with the world's most versatile capture devices, our imagination becomes our only limitation.
Photography and imagery has seemed to attempt to serve one main purpose: accuracy. When people use photographs in most of today’s society, it is to show factual evidence that their arguments and story are true. Two early devices that have shaped the use of photography are the camera obscura and the stereoscope. Both use the eyes to attempt to create accurate depictions of the world around them, especially in trying to allow people to see the parts of the world that are foreign to them. The stereoscope’s more objective representation of the world over the camera obscura is used in James Cameron’s Avatar as representations of how “civilized” populations skew the truth behind the “savage” societies, allowing each separate society to represent
Technology always interests us. When something new comes out, like drones or the iPhone - everyone wants one. VR will be no different. Walking through school before the bell and seeing people (sadly) at restaurants and out with their family, all of them on their new iPhone 6s’. We can see this has already happened with other products, but although VR isn’t here yet and won’t be common for years to come, the craze has already
II. Aljoscha Smolic and Peter Kauff clarify in their article how a stereoscope was invented during the late 19th century to correct the problem of having to cross one’s eyes to see the 3D impression.
After the death of more than nine million soldiers and over seven million civilians, World War I came to end with the signing of The Treaty of Versailles. US President at the time Woodrow Wilson offered his vision for world peace with his Fourteen Points. Influential journalist and political commentator Walter Lippmann assisted the drafting of this blueprint for world peace through a League of Nations. Perhaps Lippmann is best known for coining the term “stereotype” in his 1922 book Public Opinion. In the first chapter, “The World Outside and the Pictures in our Heads” Lippmann supports that reality does not always correspond with the perception that the mind creates. These perceptions aids in fashioning what Lippmann calls a “pseudo-environment.” Through a medium of fictions, the mind shapes these environments. Lippmann argues that public opinion is shaped and defined by perceptions of reality and influenced by the pseudo-environment molded by fictions.
In science-fiction, the technical side of a film must be put at the forefront for the film to achieve its goals and be truly success full. Avatar does not neglect this and raised the bar with regards to background music and camera angles used in the film. While filming the movie, James Cameron had the chance to test out some revolutionary motion capture filmmaking technology which is a virtual camera system. Cameron
The HMD could even track the user’s head movements so that the field of view would change appropriately as the user looked around.
Henry Jenkins describes convergence as ‘a situation where multiple media systems coexist and where media content flows fluidly across them’ (2006: 282). An important part of the information transferred across platforms are the techniques utilised in creation. Digital technologies have no doubt had a large impact on moving images and how they are developed and produced in the modern world. There has been the introduction of inexpensive consumer digital recording devices, and the ability to create a video with mobile phones rather than needing a separate dedicated device. This has led to growth in the creation of amateur moving images on platforms such as YouTube in a variety of forms. As well as inspiring the creation of new areas of production, digital advances have enabled further evolution in more traditional areas. Early cinematic pioneers dabbled with in-camera trickery in order to create fantastical scenes and amaze viewers, and this principle carries forward to today. Matt Reeve’s Dawn of the Planet of the Apes (2014) is a good example of the intriguing applications of digital technology in order to achieve these old goals in a potentially better way. As with the introduction of any new way to achieve a goal, the opportunities available to content creators have multiplied with the growth in the variety of digital techniques. The power particular innovations in technology can have in their contribution is perhaps underlined by the impact they have had in less revered
VR systems support 3-dimensional graphics, wide angle of view, stereovision, and viewer-centered perspective. In many VR systems the participant is not seated and is free to walk about and gesture broadly. These features make a computer system which is closer to a workshop, an operating room, or a national park than it is to a desk in an office. This perspective allows freedom in the creation of human-computer interfaces that is not afforded by the current standard interfaces [4].
Seeing is believing, these words are the best combination to understand the meaning of Virtual Reality (VR). VR is one of the best asset and aspect of our future. No other technology has seen such a revolution like VR has. It is practically in use in almost every field such as entertainment, gaming, defense, robotics, medical, healthcare, military, education, fashion, heritage, business, engineering and many more fields. VR sometimes called Virtual Environment has drawn much attention in the last two decade. Extensive media coverage causes the much more rapid increase in the interest of the masses. Very few people, however, really know what VR is and what are its open problems are. In this report a historical overview of virtual reality is presented, basic terminology as an introduction are listed, followed by applications of this technology in science, work, and entertainment areas. Its present developments are thoroughly discussed in this report. Finally, the future of VR is considered in two aspects: technological and social. New research directions, technological frontiers and potential applications are pointed out. The possible positive and negative influence of VR on life of average people is speculated.