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360 Degree Video And Virtual Reality

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360-degree video and virtual reality includes a wide range of technologies, from cinema8 rotating video on a website or mobile device to headphones like Google Cardboard with 3D sound to create cutting-edge virtual reality. Based on helmets that allow full movement and interaction . Interactive 360-degree panoramic images have been in use since the release of cinema8 VR in 1995, but it has only recently become convenient to capture and stream video, as well as watch it with high-quality, low-cost headphones.

 Virtual reality experiences,

That is, experiences based on 3D graphics or CGI (computer generated images), have been available in research laboratories and industrial applications for several years now. Recent advances in headphones (monitors and motion detectors) and increased rendering power mean such capabilities are becoming available on consumer devices. 360-degree video can create very lifelike images and is relatively easy to create, but lacks interactivity or the viewer’s ability to move freely.

Virtual reality,

On the other hand, can offer more interactivity and movement, but it is usually more expensive to produce and technically difficult to maintain photorealistic images – although commercial solutions such as volume capture and first-hand approaches are becoming available. getting and rendering a light field.

In BBC R&D, our role is to help the BBC better understand what these technologies have to offer to our audience, and to influence and contribute to technological development, from editorial to production, distribution and consumption lighting online shopping. In the broader realm, there is already a lot of activity with a particular focus on games: instead, we are focusing on how this technology can complement the content produced by the BBC, so we are looking for applications focused on journalism, for example. … , narrative and educational content, not just “gaming experiences.”

This is still very early,

As there are no well-defined editorial rules, production pipelines or generic distribution methods, and you need to take care of the end-user experience that really benefits from  360 video  or VR technology, rather than just creating short “wow”. moment.

This is a very large area of ​​work that includes several projects in R&D teams in areas such as publishing, production and user interaction. Below are links to other projects, blog posts and demos.

360-degree video and virtual reality are examples of what we call “new content experiences”

Content that goes beyond what the BBC is currently producing and that can be activated on a channel. All IP production and distribution not associated with traditional audiovisual content formats. Therefore, our work with VR /  360 video  is part of our broader work program in this area, helping us to represent the BBC of tomorrow, not necessarily of today.

This is not the first time we’ve studied how immersive and interactive video and audio systems, as well as real-time 3D graphics, can be used to improve the experience of our audience. Previous examples include:

Technology developed between 1997 and 2005 for the production of mixed reality television, used in programs such as BAMZOOK to enable compilation of virtual content in real time during studio recording, resulting in commercial capture, video surveillance and virtual overlays for sports.

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