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

Virtual Reality and Light Field Immersive Video Technologies for Real-World Applications
Title Virtual Reality and Light Field Immersive Video Technologies for Real-World Applications PDF eBook
Author Gauthier Lafruit
Publisher IET
Pages 390
Release 2021-12-22
Genre Computers
ISBN 1785615785

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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.

Immersive Video Technologies

Immersive Video Technologies
Title Immersive Video Technologies PDF eBook
Author Giuseppe Valenzise
Publisher Academic Press
Pages 686
Release 2022-09-29
Genre Computers
ISBN 0323986234

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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

Reality Check

Reality Check
Title Reality Check PDF eBook
Author Jeremy Dalton
Publisher Kogan Page Publishers
Pages 249
Release 2021-01-03
Genre Business & Economics
ISBN 1789666341

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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.

Virtual and Augmented Reality in Education, Art, and Museums

Virtual and Augmented Reality in Education, Art, and Museums
Title Virtual and Augmented Reality in Education, Art, and Museums PDF eBook
Author Guazzaroni, Giuliana
Publisher IGI Global
Pages 385
Release 2019-11-22
Genre Computers
ISBN 1799817989

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Due to the growing prevalence of artificial intelligence technologies, schools, museums, and art galleries will need to change traditional ways of working and conventional thought processes to fully embrace their potential. Integrating virtual and augmented reality technologies and wearable devices into these fields can promote higher engagement in an increasingly digital world. Virtual and Augmented Reality in Education, Art, and Museums is an essential research book that explores the strategic role and use of virtual and augmented reality in shaping visitor experiences at art galleries and museums and their ability to enhance education. Highlighting a range of topics such as online learning, digital heritage, and gaming, this book is ideal for museum directors, tour developers, educational software designers, 3D artists, designers, curators, preservationists, conservationists, education coordinators, academicians, researchers, and students.

Cognitive and Affective Perspectives on Immersive Technology in Education

Cognitive and Affective Perspectives on Immersive Technology in Education
Title Cognitive and Affective Perspectives on Immersive Technology in Education PDF eBook
Author Zheng, Robert Z.
Publisher IGI Global
Pages 337
Release 2020-05-22
Genre Education
ISBN 179983252X

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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.

Immersive Technologies to Accelerate Innovation

Immersive Technologies to Accelerate Innovation
Title Immersive Technologies to Accelerate Innovation PDF eBook
Author Sylvain Fleury
Publisher John Wiley & Sons
Pages 194
Release 2022-01-26
Genre Business & Economics
ISBN 1786307707

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The digital transformation of companies is both a competitive challenge and a complex step for large groups and industries, and at the same time a tremendous opportunity. This transformation is entering a new dimension with the development of immersive technologies such as virtual reality, mixed reality and augmented reality, which are revolutionizing the way we generate content as well as visualize and interact with models and data. The challenges of innovation and digital transformation within companies are now converging. Research shows the potential that immersive technologies have to accelerate the first steps of the innovation process. The objective of this book is to provide a clear vision of the state of research on immersive technologies for design and to deliver practical recommendations for companies wishing to improve their innovation process.

Journalism in the Age of Virtual Reality

Journalism in the Age of Virtual Reality
Title Journalism in the Age of Virtual Reality PDF eBook
Author John V. Pavlik
Publisher Columbia University Press
Pages 263
Release 2019-09-17
Genre Language Arts & Disciplines
ISBN 0231545517

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With the advent of the internet and handheld or wearable media systems that plunge the user into 360o video, augmented—or virtual reality—technology is changing how stories are told and created. In this book, John V. Pavlik argues that a new form of mediated communication has emerged: experiential news. Experiential media delivers not just news stories but also news experiences, in which the consumer engages news as a participant or virtual eyewitness in immersive, multisensory, and interactive narratives. Pavlik describes and analyzes new tools and approaches that allow journalists to tell stories that go beyond text and image. He delves into developing forms such as virtual reality, haptic technologies, interactive documentaries, and drone media, presenting the principles of how to design and frame a story using these techniques. Pavlik warns that although experiential news can heighten user engagement and increase understanding, it may also fuel the transformation of fake news into artificial realities, and he discusses the standards of ethics and accuracy needed to build public trust in journalism in the age of virtual reality. Journalism in the Age of Virtual Reality offers important lessons for practitioners seeking to produce quality experiential news and those interested in the ethical considerations that experiential media raise for journalism and the public.