Gone are the days of traditional video viewing. Thanks to new technological advancements in cameras and online algorithms, we can now instantly open our smartphones and view the world around us in various directions including front, back, left and right, above and below, full spherical, and 360 view.
With 360 degree video, viewers can completely delve into a different world and venture to places they have never been to.
It’s easy to confuse 360 degree video with virtual reality, however, the latter requires a Virtual Reality (VR) headset which looks like a pair of goggles for a totally immersive experience.
In order to get a full view of video, you typically need to use a bunch of cameras joined together, and then “stitch” or club the views together at the
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Upon uploading videos to streaming websites such as YouTube, you as an OTT business owner can just click play and enjoy the viewing experience.
360 degree video, is however, a newer technology that is changing this practice. Unlike a standard video, 360 video is recorded in all directions, offering a complete 360-degree view.
While watching these videos, a viewer has complete control on the viewing direction. Moreover, they can watch the video from any angle.
360 degree videos can be viewed on both computers as well as smartphones and can be simply uploaded to YouTube and Facebook.
To watch a 360 degree video on a computer, simply click Play to start playing the video normally. When it’s playing, you can change the viewing direction by clicking and dragging anywhere in the video screen.
While using your smartphone to watch 360 videos, viewers can simply move the phone to view the videos.
However, you will need to use either the YouTube or Facebook app. If you try viewing them in your web browser, you won't be able to change the viewing direction.
Virtual Reality (VR)
Unlike traditional pay per view, VOD, usually offered by a local cable provider, offers subscribers wider choice and the ability to start a movie whenever they want, instead of at a pre-arranged time. Up to this point, Video on Demand (VOD) is expanding,
view using an app called Technique. The video captured the full movement in two lines of sight.
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.
If we consider the resource of YouTube videos within PowerPoint, some advantages to its use are:-
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
In David Desser’s “Ozu’s Tokyo Story” he mentions that casual viewers fail to notice Ozu’s “scenic construction and segmenting of screen space” (12). Ozu Yasujiro’s use of the 360-degree space within the film Tokyo Story (1953) may seem like a “mismatched” action. The 180-degree line is a rule where the camera is position at an eye-line perspective. It causes the action within a film to continuously stay on one side of the axis line. Through the editing of 180-degrees, the audience has a connection to the film that makes them feel as if they were not watching a film, but rather, watching the action in person. Ozu, like many other Japanese filmmakers, was influenced by Japanese culture, especially architecture (17). Desser states “the first time we see the Hirayamas in the film, they are seated next to each other, each facing right. Yet by the time the sequence ends we suddenly notice that now they are facing left” (13). Near the end of the segment when a new character, Noriko, walks into the scene. At this moment in the film, Tomi is on the left side of the screen and Shūkichi is on the right. The film cuts and shows Noriko entering the room, cut, then Tomi is on screen right and Shūkichi is on screen left in a long shot. Desser clarifies “characters who converse with each other seem to shift spatially in relation to each other and to the space in which they are filmed” (12).
Have you ever wondered how 3D movies worked. It is the same thing as the most popular 3D toy is called the “View-Master viewer”. The “View-Master” Is like a binocular but there is some thing in the way like a image. The “View-Master” uses images from a places or a things. Let's say an apple is on a stand, you take a picture first from the left side then from the right side. Now that you have two pictures in two different places. If you hold the right one to right eye, and the left one to the left eye in a
Oculus VR is a company that is working to develop a virtual reality for video
The HMD could even track the user’s head movements so that the field of view would change appropriately as the user looked around.
where the film is been displayed with a movie projector onto a large projection screen at the front of
1.8). It was this idea that grew into a new way of watching videos, this paper will
Also, the advancements on this stage are as a rule in a condition of concordance with the substance of the video requested, this is another purpose of interest YouTube brings for marketing experts. Certain advancements are given certain recordings since the substance is appropriate. Uncommon open entryways, for instance, supporting a video is in like manner possible on YouTube, "for case, a customer who chase down a YouTube video on canine planning may be given a bolstered video from a pooch toy association in results close by various recordings." YouTube furthermore engage distributers to secure money through its YouTube Partner Program.
Using the precise transformation matrix, any 3D data can be accurately overlaid over the video frame. Additionally, any pixel on the video frame can be translated back to latitude, longitude, and elevation using the transformation matrix and the synthetic 3D environment.
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.