303,334 research outputs found

    Viewing the Future? Virtual Reality In Journalism

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    Journalism underwent a flurry of virtual reality content creation, production and distribution starting in the final months of 2015. The New York Times distributed more than 1 million cardboard virtual reality viewers and released an app showing a spherical video short about displaced refugees. The Los Angeles Times landed people next to a crater on Mars. USA TODAY took visitors on a ride-along in the "Back to the Future" car on the Universal Studios lot and on a spin through Old Havana in a bright pink '57 Ford. ABC News went to North Korea for a spherical view of a military parade and to Syria to see artifacts threatened by war. The Emblematic Group, a company that creates virtual reality content, followed a woman navigating a gauntlet of anti- abortion demonstrators at a family planning clinic and allowed people to witness a murder-suicide stemming from domestic violence.In short, the period from October 2015 through February 2016 was one of significant experimentation with virtual reality (VR) storytelling. These efforts are part of an initial foray into determining whether VR is a feasible way to present news. The year 2016 is shaping up as a period of further testing and careful monitoring of potential growth in the use of virtual reality among consumers

    Una inmersión en el audiovisual VR y 360

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    RESUMEN Durante los últimos dos años hemos podido constatar una gran eclosión de experiencias de audiovisual inmersivo en formatos de vídeos 360 o de realidad virtual generada por ordenador. Este nuevo formato ha generado un rápido interés en medios de comunicación de alcance internacional como la BBC, The New York Times, The Guardian, así como estatal como RTVE o la CCMA (TV3), grupos de investigación, festivales de cine, periodistas o artistas. Estas nuevas producciones han puesto en relieve la dificultad de aplicar la creatividad del lenguaje audiovisual en el uso de las nuevas tecnologías emergentes. Con el fin de entender las dificultades y los retos que estas primeras producciones audiovisuales han provocado, y de poder aportar algunas pautas o respuestas a preguntas compartidas, decidimos organizar desde el grupo de investigación DigiDoc de la UPF un seminario de expertos. Este documento es el resumen de esa jornada. Recoge las reflexiones clave de los autores invitados que han estado trabajando intensamente los últimos años en audiovisual inmersivo, y que responden a tres preguntas planteadas como hilo conductor de la jornada. Palabras clave Audiovisual inmersivo, Realidad virtual, Video 360, Cibermedios, Nuevos formatos, Mòbil.ABSTRACT Over the last two years we have seen a large trend in immersive audiovisual experiences in 360 video and computer generated virtual reality. These new formats have rapidly generated interest from international media coorporations such as the BBC, The New York Times, and The Guardian; local broadcasters such as RTVE and CCMA (TV3); and research groups, film festivals, journalists, and artists. We have learned that previous standards of creativity cannot be applied to this emerging technology. With the aim of understanding the difficulties and challenges that these new audiovisual productions have given rise to, and in order to contribute answers to generally asked questions, the DigiDoc research group at UPF organized a seminar of experts. This document is the summary of that seminar and collects the key reflections of experts in the field when posed with three questions. Keywords Immersive Audiovisual, Virtual Reality, 360 Video, Cybermedia, New Audiovisual Formats, Mobile Communications

    VRpursuits: Interaction in Virtual Reality Using Smooth Pursuit Eye Movements

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    Gaze-based interaction using smooth pursuit eye movements (Pursuits) is attractive given that it is intuitive and overcomes the Midas touch problem. At the same time, eye tracking is becoming increasingly popular for VR applications. While Pursuits was shown to be effective in several interaction contexts, it was never explored in-depth for VR before. In a user study (N=26), we investigated how parameters that are specific to VR settings influence the performance of Pursuits. For example, we found that Pursuits is robust against different sizes of virtual 3D targets. However performance improves when the trajectory size (e.g., radius) is larger, particularly if the user is walking while interacting. While walking, selecting moving targets via Pursuits is generally feasible albeit less accurate than when stationary. Finally, we discuss the implications of these findings and the potential of smooth pursuits for interaction in VR by demonstrating two sample use cases: 1) gaze-based authentication in VR, and 2) a space meteors shooting game

    Seamless and Secure VR: Adapting and Evaluating Established Authentication Systems for Virtual Reality

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    Virtual reality (VR) headsets are enabling a wide range of new opportunities for the user. For example, in the near future users may be able to visit virtual shopping malls and virtually join international conferences. These and many other scenarios pose new questions with regards to privacy and security, in particular authentication of users within the virtual environment. As a first step towards seamless VR authentication, this paper investigates the direct transfer of well-established concepts (PIN, Android unlock patterns) into VR. In a pilot study (N = 5) and a lab study (N = 25), we adapted existing mechanisms and evaluated their usability and security for VR. The results indicate that both PINs and patterns are well suited for authentication in VR. We found that the usability of both methods matched the performance known from the physical world. In addition, the private visual channel makes authentication harder to observe, indicating that authentication in VR using traditional concepts already achieves a good balance in the trade-off between usability and security. The paper contributes to a better understanding of authentication within VR environments, by providing the first investigation of established authentication methods within VR, and presents the base layer for the design of future authentication schemes, which are used in VR environments only

    Becoming Angels: women writing cyberspace

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    As virtual technology evolves and its uses become more widespread, particularly in western communities, women are moving from the virtual spaces of their cultural bodies to the virtual habitats of their cyber-bodies. What makes this migration interesting is the familiarity with which women begin to inhabit their virtual bodies. What seems to be occurring here is the recognition of a virtual existence and of women's learned capacity to inhabit absence. In virtual spaces virtual bodies are downloaded, mirrored, uplinked, morphed and mutated. Their existence as information strings makes them amenable to all kinds of virtual manipulations and manifestations which, in the external/real world are impossible. Perhaps what makes this less confronting for female subjects is their learned capacity to inhabit culture - where their subjectivity has long been overwritten by the male subject - from a position which is not of their own devising. In a culture which renders them as objects women have long since learned many and varied ways of subverting their liminal cultural positions. While male users often express a fear of the dissolution of the body/self, women have known all along what it means to be only virtually real (Wise). We know, furthermore, how to participate in a culture which is the site of our negation

    Implementing flexible rules of interaction for object manipulation in cluttered virtual environments

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    Object manipulation in cluttered virtual environments (VEs) brings additional challenges to the design of interaction algorithms, when compared with open virtual spaces. As the complexity of the algorithms increases so does the flexibility with which users can interact, but this is at the expense of much greater difficulties in implementation for developers. Three rules that increase the realism and flexibility of interaction are outlined: collision response, order of control, and physical compatibility. The implementation of each is described, highlighting the substantial increase in algorithm complexity that arises. Data are reported from an experiment in which participants manipulated a bulky virtual object through parts of a virtual building (the piano movers’ problem). These data illustrate the benefits to users that accrue from implementing flexible rules of interaction

    Ahab And Becoming-Whale: The Nomadic Subject In Smooth Space

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    Teaching Cultural Heritage using Mobile Augmented Reality

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    open2noThe relationship between augmented reality, mobile learning, gamification and non-formal education methods provide a great potential. The AR-CIMUVE Augmented Reality for the Walled Cities of the Veneto is an original project in collaboration with Italia Nostra and other associations which deal with transmitting our cultural heritage and which teach primary and middle school children the cultural and historical importance of the Veneto’s and the surrounding territories’ walled cities. In this learning experience students will explore how our environment has developed across the ages using the mobile devices with the technical back-up of the AR App. This will allow them to see maps, examine data, 3D models and will enable them to judge and improve their skills. From a pedagogical and educational point of view the emphasis is on a constructivist social-cultural approach which helps students to become active citizens more aware of their historical identity.openPetrucco, Corrado; Agostini, DanielePetrucco, Corrado; Agostini, Daniel

    Understanding the Impact of the New Aesthetics and New Media Works on Future Curatorial Resource Responsibilities for Research Collections

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    The author examines the emerging impact of the works of the “New Aesthetic,” along with other works that have their genesis in the rapid technological changes of the last fifty-plus years. Consideration is given to the history of digital audio/visual works that will eventually be held by repositories of cultural heritage and how this history has, or has not, been documented. These creations have developed out of an environment of networked, shared, re-usable and re-purposed data. The article briefly examines how these works are utilized while looking at the future impact of the growing creation and use of complex, compound multimedia digital re- search and cultural collections as evidenced by augmented and virtual reality environments such as smartphone apps and Second Life.Ye
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