Academic literature on the topic '360° VR'

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Journal articles on the topic "360° VR"

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Arshad, Iqra, Paulo De Mello, Martin Ender, Jason D. McEwen, and Elisa R. Ferré. "Reducing Cybersickness in 360-Degree Virtual Reality." Multisensory Research 35, no. 2 (December 16, 2021): 203–19. http://dx.doi.org/10.1163/22134808-bja10066.

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Abstract Despite the technological advancements in Virtual Reality (VR), users are constantly combating feelings of nausea and disorientation, the so-called cybersickness. Cybersickness symptoms cause severe discomfort and hinder the immersive VR experience. Here we investigated cybersickness in 360-degree head-mounted display VR. In traditional 360-degree VR experiences, translational movement in the real world is not reflected in the virtual world, and therefore self-motion information is not corroborated by matching visual and vestibular cues, which may trigger symptoms of cybersickness. We evaluated whether a new Artificial Intelligence (AI) software designed to supplement the 360-degree VR experience with artificial six-degrees-of-freedom motion may reduce cybersickness. Explicit (simulator sickness questionnaire and Fast Motion Sickness (FMS) rating) and implicit (heart rate) measurements were used to evaluate cybersickness symptoms during and after 360-degree VR exposure. Simulator sickness scores showed a significant reduction in feelings of nausea during the AI-supplemented six-degrees-of-freedom motion VR compared to traditional 360-degree VR. However, six-degrees-of-freedom motion VR did not reduce oculomotor or disorientation measures of sickness. No changes were observed in FMS and heart rate measures. Improving the congruency between visual and vestibular cues in 360-degree VR, as provided by the AI-supplemented six-degrees-of-freedom motion system considered, is essential for a more engaging, immersive and safe VR experience, which is critical for educational, cultural and entertainment applications.
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Kreutzberg, Anette, and Emanuele Naboni. "360° VR for Qualifying Daylight Design." SHS Web of Conferences 64 (2019): 02015. http://dx.doi.org/10.1051/shsconf/20196402015.

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This paper describes the initial findings in an ongoing project aimed at bridging the gap between quantitative daylight simulations and visually perceived daylight quality, using 360° rendered panoramas and animations displayed in virtual reality. A daylight studio equipped with a simple façade pattern for a simultaneous Thermal Delight study was used as case study and test room. The test room was recorded with a 360° camera in sequential image series on days with different weather conditions. The resulting 360° VR time-lapse recordings were proposed for visual diurnal daylight analysis as supplement to thermal measurements used for calibrating and varying the façade pattern on site and in a corresponding thermal simulation model. A comparative experiment was set up to calibrate the perceived visual qualities and ambiance of daylight in 360° photographic panoramas viewed in VR, compared to the perceived visual qualities and ambiance of the real world site. Subjective visual evaluations of the virtual as well as the real space were recorded based on 15 people answering to a questionnaire. Results from the comparative experiment indicate a variety in perception of daylight quality and ambiance but a rather uniform perception of daylight brightness in 360° photographs that can be transferred to 360° rendered panoramas.
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Jung, Woonsub, Eunju Park, and Hankyu Lim. "Guide for 360 ˚ VR Video Production." IOSR Journal of Computer Engineering 19, no. 03 (May 2017): 126–32. http://dx.doi.org/10.9790/0661-190302126132.

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Siivola, Marjaana, Eero Tiainen, Eeva Ekholm, Teemu Leinonen, and Lauri Malmi. "Virtual Reality Childbirth Education With 360° Videos." Journal of Perinatal Education 32, no. 1 (January 1, 2023): 35–47. http://dx.doi.org/10.1891/jpe-2021-0021.

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During the pandemic in Finland, most childbirth education (CBE) programs were canceled or transferred online. We aimed to improve the situation by developing a virtual reality (VR) CBE. This article describes the process of developing a VR CBE pilot program and the results from the preliminary user test. To create the VR experience, we used 360° videos as the main content. The program is usable with VR headsets, a computer, tablet, and smartphone. When using the program with a VR headset, the users felt they were in the birthing room; they did not feel motion sickness, nor did they have usability challenges. The users preferred using the program on their own, studying independently with a tablet or mobile device.
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Liu, Yanwei, Jinxia Liu, Antonios Argyriou, Siwei Ma, Liming Wang, and Zhen Xu. "360-Degree VR Video Watermarking Based on Spherical Wavelet Transform." ACM Transactions on Multimedia Computing, Communications, and Applications 17, no. 1 (April 16, 2021): 1–23. http://dx.doi.org/10.1145/3425605.

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Similar to conventional video, the increasingly popular 360 virtual reality (VR) video requires copyright protection mechanisms. The classic approach for copyright protection is the introduction of a digital watermark into the video sequence. Due to the nature of spherical panorama, traditional watermarking schemes that are dedicated to planar media cannot work efficiently for 360 VR video. In this article, we propose a spherical wavelet watermarking scheme to accommodate 360 VR video. With our scheme, the watermark is first embedded into the spherical wavelet transform domain of the 360 VR video. The spherical geometry of the 360 VR video is used as the host space for the watermark so that the proposed watermarking scheme is compatible with the multiple projection formats of 360 VR video. Second, the just noticeable difference model, suitable for head-mounted displays (HMDs), is used to control the imperceptibility of the watermark on the viewport. Third, besides detecting the watermark from the spherical projection, the proposed watermarking scheme also supports detecting watermarks robustly from the viewport projection. The watermark in the spherical domain can protect not only the 360 VR video but also its corresponding viewports. The experimental results show that the embedded watermarks are reliably extracted both from the spherical and the viewport projections of the 360 VR video, and the robustness of the proposed scheme to various copyright attacks is significantly better than that of the competing planar-domain approaches when detecting the watermark from viewport projection.
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Kim, Hyeongjin, and Sunjin Yu. "Interactive Webtoon System Using VR 360 Cam and Face Detection." Journal of Computational and Theoretical Nanoscience 18, no. 6 (June 1, 2021): 1737–43. http://dx.doi.org/10.1166/jctn.2021.9608.

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VR 360 Cam is an emerging device. By combining this with the rising webtoon industry, we want to show people an immersive webtoon. Based on the python language, face detection was performed from images received in real time from VR 360 Cam through dlib, a machine learning library that supports python. The VR 360 Cam performs trekking on the detected face to receive each detected position value, and is converted into a natural face through rectification to be shown to the audience. The exhibition, which performed face detection from the VR 360 Cam, and showed the image of the person’s face mapped to the audience, drew meaningful results. Unlike cameras such as webcams, VR 360 Cam has a wider viewing angle, allowing more people to interact. Existing webcams can only interact with one person at a time because it is impossible to interact with more people due to a narrow angle when one person enters. On the other hand, interaction with multiple people is possible through VR 360 Cam. Various exhibitions were possible.
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Guo, Chengjun, Ying Cui, and Zhi Liu. "Optimal Multicast of Tiled 360 VR Video." IEEE Wireless Communications Letters 8, no. 1 (February 2019): 145–48. http://dx.doi.org/10.1109/lwc.2018.2864151.

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V Alamäki, Ari, Amir Dirin, Jyrki Suomala, and Cheul Rhee. "Students’ Experiences of 2D and 360° Videos With or Without a Low-Cost VR Headset: An Experimental Study in Higher Education." Journal of Information Technology Education: Research 20 (2021): 309–29. http://dx.doi.org/10.28945/4816.

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Aim/Purpose: This case study examines students’ affective responses to and relationships with two-dimensional (2D) and 360° videos that were experienced with or without low-cost virtual reality (VR) headsets. Background: The prior research on low-cost VR technology is scant. Schools and universities are not financially able to purchase tens or hundreds of expensive inbuilt VR headsets. Therefore, we recommend an alternative, low-cost solution. Methodology: We conducted the experiment with students’ (N=100) responses to videos and VR technologies used in a higher education setting. We also applied a quantitative research approach examined in light of media richness and affective experience theories. Contribution: This study provides evidence of the integral role that VR technologies and 360° video content play, because using low-cost VR headsets potentially decreases the initial affective experiences of 360° videos among students. Although VR headsets improve media richness, they might simultaneously weaken students’ overall affective experiences if they experience usability challenges. Findings: The results showed that using low-cost VR headsets decreased positive user experiences when they were watching 360° videos. The 360° video experience was noted to be better without low-cost VR headsets. Low-cost VR headsets with a smartphone and 360° videos were found to be complicated to set up and use among first-time users. However, 360° videos created a more positive affect than did 2D videos. We also found that the positive affect of videos enhanced the social sharing intention. Recommendations for Practitioners: Educational institutes and teachers with limited financial budgets need to plan and manage courses that increases their need to adopt low-cost VR headsets. However, a poor initial user experience of low-cost VR technology usability might create negative student attitudes, which might hinder VR’s adoption rate in higher education. Recommendation for Researchers: This study provides a new understanding about students’ affective experiences of 2D videos and 360° videos with and without low-cost VR headsets. The results show that positive user experiences of 2D and 360° videos enhance students’ interest in sharing and collaboration in digital learning environments. Impact on Society: The results help educators to predict possible usability challenges in selecting the proper rich media for different learning situations. Additionally, the results assist educators to design VR assisted courses that motivate students. Future Research: The experimental comparison of different VR solutions and traditional learning technologies merits further examination. Additionally, more research is needed to determine the relationship of VR technologies, video content and learning methods, because technological features and content are tightly integrated in VR.
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Kim, Hak Gu, Heoun-Taek Lim, Sangmin Lee, and Yong Man Ro. "VRSA Net: VR Sickness Assessment Considering Exceptional Motion for 360° VR Video." IEEE Transactions on Image Processing 28, no. 4 (April 2019): 1646–60. http://dx.doi.org/10.1109/tip.2018.2880509.

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Davis, Deborah Pang, and Barbara Millet. "Designing 360 Video for Immersive Journalism." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 64, no. 1 (December 2020): 1059–63. http://dx.doi.org/10.1177/1071181320641254.

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Journalism has seen tremendous change and 360-degree video, a form of virtual reality (VR), continues to present new ways for audiences to experience and engage with stories. Many journalists see 360° video as the future of storytelling. This literature review was conducted to guide UX practitioners and journalism professionals to practical information in an effort to understand the design challenges of VR and 360° video in journalism and identify opportunities to improve the user experience.
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Dissertations / Theses on the topic "360° VR"

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Durnell, Linda A. "Emotional Reaction of Experiencing Crisis in Virtual Reality (VR)/360?" Thesis, Fielding Graduate University, 2018. http://pqdtopen.proquest.com/#viewpdf?dispub=10747522.

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Emotional Reaction of Experiencing Crisis in Virtual Reality (VR)/360° Immersive technology is being used to provoke emotion and move millions of people to action. Because organizations and filmmakers are exploring more ways to use the immersive technology of VR and 360-degree video to evoke emotion, it is important to investigate what emotional reactions are experienced. Both VR and 360° fall under the category of immersive media and the terms are used interchangeably in this study. NVivo 11 is used for the analysis of 1,700 Twitter texts between the years 2015 and 2017 after people view the crisis Clouds Over Sidra in VR/360°. The appraisal theory of emotion serves as the framework to explore the interpretation of the subject’s emotional reactions. Sentiment and thematic analysis reveal (a) an increase in empathy, (b) reports of emotional reactions including feelings of sadness, grief and anger, (c) greater understanding of the crisis (d) intentions to act related to the crisis, (e) importance of VR/360° for educational use, and (f) the power of VR/360° and its ability to alter fields of education, humanitarian work, and politics. This study finds the immersive experience of viewing a crisis in VR/360° generates a range of highly emotional reactions. It is an important goal to understand the role VR/360° plays in generating emotional reactions and behavioral change, particularly in view of the accelerating development of emotional VR/360° content and people’s access to immersive technology.

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Johansson, Kristin, and Hedda Johansson. "Malmö by 360° – en studie om 360° video inom äldreomsorgen i Malmö." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20884.

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Den här studien undersöker i vilken grad 360° video betraktad i en HMD kan ha för livskvalitetshöjande effekt på boende inom äldreomsorgen i Malmö. Ensamhet och depression är ett av de vanligaste hälsoproblemen bland personer över 65 år idag. En av anledningarna till detta är fysiska och psykiska hinder som minskar möjligheterna för dem att kontinuerligt delta i sociala sammanhang och få ett miljöbyte. Med 360° video kan vad som helst upplevas och med en HMD kan känslan av att vara närvarande på platsen förstärkas. Med hjälp av denna teknik har ett prototyptest utförts på 2 olika äldreboende i Malmö där 9 stycken deltagare har fått testa att betrakta 360° video i en HMD, i form av olika utflyktsmål i Malmö som har skapats som prototyp i denna studie. Utifrån observationer, ”think-aloud”-tekniken och enkätsvar har slutsatserna kunnat dras att prototyptestet behöver göras under en längre period för att påvisa ett säkert resultat om vilken livshöjande effekt 360° video kan ha på de boende. Resultatet av testet kunde även påvisa en ökad positivitet om deltagarna fick se en plats de besökt tidigare.
This study examines the degree to which 360 ° video viewed in an HMD can have a life-quality enhancing effect on residents of elderly care in Malmö. Loneliness and depression are one of the most common health problems today among people with an age over 65. One of the reasons for this is physical and mental barriers that reduces the opportunities for them to continuously participate in social contexts and get an environmental change. With 360° video, anything can be experienced and with an HMD the feeling of being present on the site can be enhanced. With the help of this technique, a prototype test has been performed on 2 different retirement homes in Malmö where 9 participants have been tested to view 360° video in an HMD, in the form of various excursion destinations in Malmö that have been created as a prototype in this study. Based on observations, think-aloud technology and questionnaire responses, the conclusions have been drawn that the test needs to be done for a longer period to be able to demonstrate a safe result on which life-enhancing effect 360° video can have on the residents. The result of the test could also show an increased positivity if the participants saw a place they visited in the past.
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Li, Yanlin [Verfasser]. "Transformation von Sozialversicherungssystemen : Probleme, Reform und Perspektiven des Sozialversicherungssystems in der VR China / Yanlin Li." Aachen : Shaker, 2003. http://d-nb.info/1170541658/34.

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Dahlén, Peter. "Den sfäriska intervjun : En studie om hur tittare och producenter upplever 360°- intervjusekvenser i en VR-miljö." Thesis, Högskolan Dalarna, Ljud- och musikproduktion, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:du-30513.

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Studien handlar om hur tittare och producenter upplever intervjusekvenser i 360°-video i en VR-miljö och syftet är att synliggöra tittares upplevelser av produktion för att skapa bättre förutsättningar för journalistiska 360°- produktioner. Studien fokuserar på tittarens upplevelser av 360°-video i olikheter i gestaltningsval, utifrån gestaltningskomponenterna: point-of-view, distans till intervjupersonen, intervjupersonens blickriktning och hur reporter används i 360°-video, samt på vilka olika sätt man som producent kan gestalta intervjusekvenser i journalistisk 360°-video och hur det skiljer sig cinematografiskt och berättartekniskt från traditionell videoproduktion. Studien har utgått från ett egenproducerat testmaterial bestående av sex olika 360°-videor. Detta material har använts i en tittarstudie där testpersonerna har tittat på materialet i VR-headset, tänkt högt enligt thinking aloud-metoden och medverkat i en simulated recall-intervju med kortsortering. För att få ett producentperspektiv har även yrkesverksamma 360°-producenter intervjuats. Testpersonernas upplevelser har analyserats utifrån hur vi traditionellt gestaltar intervjuer i rörliga medier. Studien visar hur individuellt tittare upplever grundläggande parametrar i gestaltningsval i intervjusekvenserna, att tittarna vill känna sig delaktiga och uppleva ett förstahandsperspektiv med stabilitet och kameran placerad i ett för dem normalt perspektiv i höjdled, vara nära intervjusituationen men inte för nära och känna sig bekräftade av blickar från samtliga medverkande. Samtidigt påverkar närhet till intervjuperson och dennes blickriktning hur villig tittaren är att utforska miljön. En synlig reporter kan upplevas som en konkurrent om uppmärksamheten eller fungera som en bra guide. Studien visar också hur all 360°-produktion i möjligaste mån bör efterlikna verkligheten och hur en intervjusituation också bör efterlikna en verklig situation där tittaren upplever illusionen av att vara delaktig. Intervjusituationen i 360°- video konkurrerar många gånger om tittarens uppmärksamhet med den rena miljöupplevelsen och intervjupersoner blir väldigt utlämnade i 360°-formatet. Det är därför av stor vikt att man har en överenskommelse om produktionens stil innan inspelningen.
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Von, Drasek Nathan James. "Return to Earth: Decayed Rulesets in VR." Miami University / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=miami1626166928722007.

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Lindskog, Eric. "Developing an emulator for 360° video : intended for algorithm development." Thesis, Linköpings universitet, Databas och informationsteknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-171369.

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Streaming 360° video has become more commonplace with content delivery services such as YouTube having support for it. By its nature, 360° video requires more bandwidth as only a fraction of the image is actually in view, while the user is expecting the same "in view" quality as with a regular video. Several studies and lots of work have been done to mitigate this higher demand for bandwidth. One solution is advanced algorithms that take in to account the direction that the user is looking when fetching the video from the server; e.g., by fetching content that is not in the user’s view at a lower quality or by not fetching this data at all. Developing these algorithms is a timely process, especially in the later stages where tweaking one parameter might require the video to be re-encoded, and therefore taking up time that could otherwise be spent on getting results and continued iteration on the algorithm. The viewer should also be considered as the best experience might not correlate with the mathematically best solution calculated by the algorithm. This thesis presents a modular emulator that allows for easy implementation of fetching algorithms that make use of state-of-the-art techniques. It intends to reduce the time it takes to iterate over an algorithm through removing the need to set up a server and encode the video in all of the wanted quality levels when a parameter change would require it. It also makes it easy to include the viewer in the process so that the subjective performance is taken into consideration. The emulator is evaluated through the implementation and evaluation of two algorithms, one serving as a baseline to the second one, which is based on an algorithm developed by another group of researchers. These algorithms are tested on two different types of 360° videos, under four different network conditions and with two values for the maximum buffer size. The results from the evaluation of the two algorithms suggest that the emulator functions as intended from a technical point of view, and as such fulfills its purpose. There is, however, future work that would further prove the emulators performance in regards to replicating real scenarios and a few examples are suggested.
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Singh, Narendra. "Developing Trust in Sharing Rental Economy through Virtual Reality 360° Video." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-263238.

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Students, especially international ones have a hard time seeking accommodation in big cities like Stockholm in Sweden at an adequate pricing. To facilitate such a search process and to create a sense of trust, tenants and landlords use video and/or voice calls for early communication with one another. However, the establishment of trust among tenants and landlords in this context is a challenging task. This study thus aims to investigate if innovative virtual reality (VR) approaches like 360° videos can be used to develop trust among tenants and landlords. This study undertakes an investigation from student perspective due to the limited timeframe. This study was carried out in collaboration with Ett tak (English: One roof) which is a startup working in the rental market in Stockholm. The tenants are the students and the landlords are senior people having spare space in their homes. A pre-study was conducted to identify the expectations of the students. A landlord was filmed for the 360° video which was developed into a Unity VR app. The results from the usability study indicate that most students felt a high degree of trust towards the landlord by using an immersive 360° VR tour. Conversely, the students showed hesitation to use the 360° VR by buying their own VR headsets unless VR becomes mainstream in the different areas of life. This study builds upon existing literature that validate the positive impact of attributes like profile photos, ratings and reviews on the trust level between the providers and the consumers in a sharing economy.
Studenter, särskilt internationella, har svårt att hitta boende i storstäder som Stockholm i Sverige till lämplig prissättning. För att underlätta en sådan sökprocess och skapa en känsla av förtroende använder hyresgäster och hyresvärdar video och / eller röstsamtal för tidig kommunikation med varandra. Upprättande av förtroende bland hyresgäster och hyresvärdar är dock en utmanande uppgift i detta sammanhang. Denna studie syftar således till att undersöka om virtuell verklighet (VR) som 360° video kan användas för att utveckla förtroende bland hyresgäster och hyresvärdar. Denna studie genomför en undersökning från ett studentperspektiv på grund av den begränsade tidsramen. Denna studie genomfördes i samverkan med Ett tak, som arbetar på hyresmarknaden i Stockholm. Hyresgästerna är studenterna och hyresvärdarna är äldre människor som har ledigt utrymme i sina hem. En förstudie genomfördes för att identifiera studenternas förväntningar. En hyresvärd filmades för en 360° video som utvecklades till en Unity VR app. Resultaten från användbarhetsstudien indikerar att de flesta studenter kände en hög grad av förtroende gentemot hyresvärden genom att använda en fördjupande 360 ° VR rundtur. Däremot visade eleverna att de inte skulle köpa egna VR-headset om VR inte blir vanligt i de olika områdena i livet. Denna studie bygger på befintlig litteratur och bekräftar den positiva effekten av attribut som profilbilder, betyg och recensioner på förtroendenivå mellan leverantörer och konsumenter i en delningsekonomi.
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Cazin, Marie-Laure. "Cinéma et neurosciences : du cinéma émotif à emotive VR." Thesis, Aix-Marseille, 2020. http://www.theses.fr/2020AIXM0009.

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La thèse porte sur les enjeux théoriques et pratiques du croisement entre dispositif cinématographique et neurosciences. Le point d'étude initial est le cas du Cinéma émotif, réalisé par l'auteur en 2014, qui est un prototype de cinéma neuro-interactif dans lequel les émotions influencent le scénario du film (première partie). Cet exemple nous invite à une réflexion théorique sur les émotions et la perception (parties deux et trois), en convoquant de façon trans-disciplinaire des notions philosophiques et scientifiques A chaque fois l'enquête a pour enjeu de mieux comprendre ce qu'est l'expérience psycho-physiologique du spectateur de cinéma, s'intéressant aussi à des approches thérapeutiques qui explore la dimension psycho-somatique, comme le mesmérisme, l'hypnose et la psychanalyse. La quatrième partie se projette dans les possibles du cinéma à venir. Alors que le numérique multiplie les possibilités techniques, les nouveaux outils de mesure physiologiques donnent des indications sur l'expérience intérieure du spectateur, qui peuvent devenir des données d'interaction implicites avec le film. Les questions d'immersion et d'interaction, réactivés par la réalité virtuelle sont abordés à la lumière des parties précédentes, en s'appuyant sur une conception phénoménologique de la perception. La thèse se termine sur la présentation du dispositif neuro-interactif en réalité virtuelle et 360°, Emotive VR, avec son film pilote sur Freud, réalisé par l'auteur et constituant la partie pratique de la thèse
This Phd thesis is about the theoretical and practical stakes of the possibilities for cross-over between neurosciences and cinema. It takes as a starting point my project Emotive Cinema (2014). This is a prototype of neuro-interactive cinema, where the screenplay of the film is affected by the viewer’s emotional state (first part).This led us towards a theoretical questioning concerning emotions and perception (part two and three), applied to the cinematic situation, traversing different fields, such as the neurosciences, philosophy, psychology and psychoanalysis. Different approaches which have the common aim of better understanding the spectator's experience. The fourth part of the thesis seeks to imagine the future evolutions of cinema. The hypothesis has a tight proximity with sciences, which is why we are presenting therapeutic prototypes for psycho-somatic issues, as well as cinematic prototypes. This concludes with the recent explorations of Emotive Cinema into Virtual Reality, Emotive VR , a neuro-interactive prototype of a film in 360° and VR untitled Freud's last hypnosis” , which is presented as the practical part of the Phd
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Seffert, Birte [Verfasser]. "HIV/AIDS als Herausforderung für die VR China : Policy-Dynamik und der Beitrag von Wissenschaftlern 1984 - 2006 / Birte Seffert." Berlin : Freie Universität Berlin, 2012. http://d-nb.info/1029792739/34.

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Atkins, Daniel Aaron. "Investigating Cognitive and Persuasive Effects of 360-degree Virtual Reality Community News Narratives on Memory Performance, Presence, Perception of Credibility, and Attitude Change." Ohio University / OhioLINK, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1573830322607172.

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Books on the topic "360° VR"

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Complete Guide to VR & 360 Degree photography. Ilex Photo, 2018.

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Mazmanyan, Diana. Virtual Reality, Augmented Reality Und 360°-Videos: VR, AR und 360°-Videos Im Vergleich. Independently Published, 2020.

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Schütze, Stephan, and Anna Irwin-Schütze. New Realities in Audio: A Practical Guide for VR, AR, MR and 360 Video. Taylor & Francis Group, 2018.

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Schütze, Stephan, and Anna Irwin-Schütze. New Realities in Audio: A Practical Guide for VR, AR, MR and 360 Video. Taylor & Francis Group, 2018.

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Schütze, Stephan, and Anna Irwin-Schütze. New Realities in Audio: A Practical Guide for VR, AR, MR and 360 Video. Taylor & Francis Group, 2018.

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Schütze, Stephan, and Anna Irwin-Schütze. New Realities in Audio: A Practical Guide for VR, AR, MR and 360 Video. Taylor & Francis Group, 2018.

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Schütze, Stephan, and Anna Irwin-Schütze. New Realities in Audio: A Practical Guide for VR, AR, MR and 360 Video. Taylor & Francis Group, 2018.

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New Realities in Audio: A Practical Guide for VR, AR, MR and 360 Video. Taylor & Francis Group, 2018.

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林東清, 林東清. 資訊管理:智慧化企業的核心競爭能力. 8th ed. 智勝出版, 2022. http://dx.doi.org/10.53106/9789575117856.

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<p>全新改版的資訊管理,綜觀最新資訊,解析未來科技發展趨勢,將「e化企業」的核心競爭能力改成「智慧化企業」的核心競爭能力,將帶領讀者建構高度完整的知識管理體系。本版包含三大主要特色:</p> <p>1.強調智慧型科技與企業</p> <ul> <li>第3章:講述AI的基本理念與各種學習理論,並就深度學習的特色與模式對人類工作及能力的影響,做了更新穎與深入的分析。</li> <li>第5章:介紹蓬勃發展的許多AI型的產業,包括智慧型交通、智慧型醫療、智慧型金融、智慧型農漁牧業及智慧型商業等。</li> <li>第12章:引介AI如何支援企業的經營模式,包括AI對企業的行銷、銷售、客服、生產、人力資源、行政管理等各個流程的支援。</li> </ul> <p>2.追蹤各種新科技趨勢</p> <p>介紹許多正在萌芽的新科技趨勢,包括元宇宙(Metaverse)、非同質化代幣(NFT)、AR/VR/MR(混合式實境)、線上線下虛實整合(Online Merge Offline, OMO)、Web 3.0、訂閱經濟、虛擬世界的電子商務,Gartner的10大科技趨勢,以及許多2022年後的新的科技行銷及數位轉型策略等。</p> <p>3. MIS本質觀念的再強調</p> <ul> <li>將MIS之所以稱為MIS的根本理念、基本的定義架構、應有的角色認知以及與資工的主要不同之處,「重新」放回第1章,「開宗明義」地加以清楚介紹。</li> <li>一些核心基本的MIS使用者理論,包括科技接受模式(TAM)、計畫行為理論(TPB)及使用者抗拒理論等,「思考再三」後也重新回歸本書的懷抱。</li> <li>由「系統開發」、「人員變革管理」及「專案管理」三個角度共同來分析系統引進的關鍵成功因素,也重新出現在第13章。</li> <li>第5章也加入IT/AI對企業經營模式(Business Model)九個關鍵活動(所謂九宮格模式)的支援,可由此充分瞭解IT在企業經營策略上的重要性。</li> </ul> <p>&nbsp;</p> <ul> <li>教學配件:教學PowerPoint、教師手冊</li> <li>本書搭配:線上題庫</li> </ul>
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Book chapters on the topic "360° VR"

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Dowling, David O. "The 360/VR Documentary." In Immersive Longform Storytelling, 164–80. New York, NY : Routledge, 2019.: Routledge, 2019. http://dx.doi.org/10.4324/9780429488290-8.

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Henderson, Deborah, Eric R. Williams, and John Bowditch. "Cine-VR for Healthcare (not: 360° Video)." In The Power of Virtual Reality Cinema for Healthcare Training, 3–10. New York: Productivity Press, 2021. http://dx.doi.org/10.4324/9781003168683-1.

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Carvalho, Paulo, Taynah Miyagawa, Fran Maciel, and Paulo Melo. "VR Rio 360: The Challenges of Motion Sickness in VR Environments." In Lecture Notes in Computer Science, 495–504. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-57987-0_40.

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Bertel, Tobias, Feng Xu, and Christian Richardt. "Image-Based Scene Representations for Head-Motion Parallax in 360° Panoramas." In Real VR – Immersive Digital Reality, 109–31. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-41816-8_5.

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Haugan, Siri, Eivind Kværnø, Johnny Sandaker, Jonas Langset Hustad, and Gunnar Orn Thordarson. "Playful Learning with VR-SIMI Model: The Use of 360-Video as a Learning Tool for Nursing Students in a Psychiatric Simulation Setting." In How Can we Use Simulation to Improve Competencies in Nursing?, 103–16. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-10399-5_9.

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AbstractEducational institutions can elevate student perspective and activation so that playful learning is formed by looking for new teaching possibilities. Didactical methods need to provide a safe environment where students can focus on interpersonal interactions with patients while being aware of how their own emotions can influence their situational awareness and decisions. The authors believe that relevant scenarios in a 360-degree video format will be beneficial for nursing students, specifically in preparation for the clinical setting. The potential of 360-degree video in virtual reality (VR) gives the instructor flexibility to create systematic, experiential learning and shapes emotional learning in collaboration with students. 360-Degree video can be seen as a playful way to learn in new situations. Playfulness of this kind can affect teachers and students motivation, as well as the opportunity to promote learning. This field lacks studies exploring the use of 360-degree videos in psychiatric simulation settings. This chapter will provide knowledge about the practical use of 360-degree video in VR, insight into technical potential, as well as challenges. Background information on why this method is suitable for promoting nursing students’ competence in mental health work will be presented. Another function of this chapter is to give an introduction and inspire exploration of 360-degree video in VR in professional education, with particular focus on how this can be used as a tool for nursing students in psychiatric simulation settings, like the VR-SIMI model, which is discussed later in the chapter.
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Gödde, Michael, Frank Gabler, Dirk Siegmund, and Andreas Braun. "Cinematic Narration in VR – Rethinking Film Conventions for 360 Degrees." In Virtual, Augmented and Mixed Reality: Applications in Health, Cultural Heritage, and Industry, 184–201. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-91584-5_15.

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Yu, Bai, Wei Shi, and Yoshihiro Okada. "Action Input Interface of IntelligentBox Using 360-Degree VR Camera and OpenPose for Multi-persons’ Collaborative VR Applications." In Complex, Intelligent and Software Intensive Systems, 747–57. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-79725-6_75.

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Pérez-Seijo, Sara, Pavel Sidorenko Bautista, and María José Benítez de Gracia. "VR and 360-Degree Video Storytelling in Political Communication: Threats and Opportunities." In Digital Political Communication Strategies, 119–36. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-81568-4_8.

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Gorin, Valérie. "From Empathy to Shame: The Use of Virtual Reality by Humanitarian Organisations." In Making Humanitarian Crises, 147–70. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-00824-5_7.

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AbstractSince the UNHCR’s movie Clouds over Sidra, filmed in 2015 in the Zaatari refugee camp, the use of Virtual Reality (VR) has increased among humanitarian organisations for raising funds or awareness. The International Committee of the Red Cross (ICRC) and Médecins Sans Frontières (MSF), among others, have relied on 3D and 360-degree images to enhance emotional resonance among audiences, including diplomats, military groups or decision-makers. Marketed as the ‘ultimate empathy machine’, VR operates through immersive reality. Yet the necessity to see and feel reality ‘as it is’ is not unprecedented in the visual history of humanitarianism. Therefore, this chapter first critically examines the immersive experience of humanitarian VR movies and their performative and affective potential. Indeed, VR claims to erase the distance and to elicit empathetic connections do not prevent this innovative technology from adopting a voyeuristic or aesthetic gaze, long associated in humanitarian imagery with self-centeredness rather than other centeredness. Then, building on recent VR movies who draw on outrage and indignation, such as The Right Choice (ICRC, 2018) or Not A Target (MSF Switzerland, 2016), this chapter opens new lines of inquiry in the capacity of immersive technologies to mobilise shame rather than empathy.
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Wilson, R. Scott. "Sensory Worlds: Emotional Geography and Human-Centered Design in 360° VR Ethnographic Videos." In Educational Media and Technology Yearbook, 81–86. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-27986-8_8.

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Conference papers on the topic "360° VR"

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Yanaze, Leandro Key Higuchi, Edna De Mello Silva, and Marcelo De Paiva Guimarães. "Unifesp 25 anos - VR 360°." In Anais Estendidos do Simpósio de Realidade Virtual e Aumentada. Sociedade Brasileira de Computação, 2020. http://dx.doi.org/10.5753/svr_estendido.2020.12962.

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O "Unifesp 25 anos - VR 360º" é um aplicativo de realidade virtual desenvolvido para fins de pesquisa aplicada que fez parte da campanha institucional comemorativa em 2019. O aplicativo buscou apresentar uma narrativa que remete ao passado, presente e futuro da Universidade Federal de São Paulo (Unifesp) de forma imersiva e interativa através de aplicativo desenvolvido para o dispositivo de Realidade Virtual Oculus Quest.
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Jung, Jinwoong, Joon-Young Lee, Byungmoon Kim, and Seungyong Lee. "Upright adjustment of 360 spherical panoramas." In 2017 IEEE Virtual Reality (VR). IEEE, 2017. http://dx.doi.org/10.1109/vr.2017.7892271.

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Gunkel, Simon N. B., Marleen D. W. Dohmen, Hans Stokking, and Omar Niamut. "360-Degree Photo-realistic VR Conferencing." In 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR). IEEE, 2019. http://dx.doi.org/10.1109/vr.2019.8797971.

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Patterson, Dale. "360 Degree photographic imagery for VR." In ACSW 2018: Australasian Computer Science Week 2018. New York, NY, USA: ACM, 2018. http://dx.doi.org/10.1145/3167918.3167955.

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Ross, Miriam. "Until Jesse 360." In 2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR). IEEE, 2018. http://dx.doi.org/10.1109/vr.2018.8446328.

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Dorta, Tomás, Davide Pierini, and Sana Boudhraâ. "Why 360° and VR headsets for movies?" In Actes de la 28ieme conference francophone sur l'Interaction Homme-Machine. New York, New York, USA: ACM Press, 2016. http://dx.doi.org/10.1145/3004107.3004117.

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Tang, Jintao, and Xinyu Zhang. "Hybrid Projection For Encoding 360 VR Videos." In 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR). IEEE, 2019. http://dx.doi.org/10.1109/vr.2019.8798261.

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Park, Seonock, and Jusub Kim. "Color Space: 360 VR Hanbok Art Performance." In 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR). IEEE, 2019. http://dx.doi.org/10.1109/vr.2019.8798022.

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Hayes, Brian, and Yusun Chang. "Lightweight Evolving 360 VR Adaptive Video Delivery." In 2020 International Conference on Computing, Networking and Communications (ICNC). IEEE, 2020. http://dx.doi.org/10.1109/icnc47757.2020.9049747.

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Dudczig, Manuel. "360° Video - Light Design Experience." In 2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR). IEEE, 2018. http://dx.doi.org/10.1109/vr.2018.8445842.

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Reports on the topic "360° VR"

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Barkatov, Igor V., Volodymyr S. Farafonov, Valeriy O. Tiurin, Serhiy S. Honcharuk, Vitaliy I. Barkatov, and Hennadiy M. Kravtsov. New effective aid for teaching technology subjects: 3D spherical panoramas joined with virtual reality. [б. в.], November 2020. http://dx.doi.org/10.31812/123456789/4407.

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Rapid development of modern technology and its increasing complexity make high demands to the quality of training of its users. Among others, an important class is vehicles, both civil and military. In the teaching of associated subjects, the accepted hierarchy of teaching aids includes common visual aids (posters, videos, scale models etc.) on the first stage, followed by simulators ranging in complexity, and finished at real vehicles. It allows achieving some balance between cost and efficiency by partial replacement of more expensive and elaborated aids with the less expensive ones. However, the analysis of teaching experience in the Military Institute of Armored Forces of National Technical University “Kharkiv Polytechnic Institute” (Institute) reveals that the balance is still suboptimal, and the present teaching aids are still not enough to allow efficient teaching. This fact raises the problem of extending the range of available teaching aids for vehicle-related subjects, which is the aim of the work. Benefiting from the modern information and visualization technologies, we present a new teaching aid that constitutes a spherical (360° or 3D) photographic panorama and a Virtual Reality (VR) device. The nature of the aid, its potential applications, limitations and benefits in comparison to the common aids are discussed. The proposed aid is shown to be cost-effective and is proved to increase efficiency of training, according to the results of a teaching experiment that was carried out in the Institute. For the implementation, a tight collaboration between the Institute and an IT company “Innovative Distance Learning Systems Limited” was established. A series of panoramas, which are already available, and its planned expansions are presented. The authors conclude that the proposed aid may significantly improve the cost-efficiency balance of teaching a range of technology subjects.
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liu, cong, xing wang, rao chen, and jie zhang. Meta-analyses of the Effects of Virtual Reality Training on Balance, Gross Motor Function and Daily Living Ability in Children with Cerebral Palsy. INPLASY - International Platform of Registered Systematic Review and Meta-analysis Protocols, April 2022. http://dx.doi.org/10.37766/inplasy2022.4.0137.

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Review question / Objective: Cerebral palsy (CP) is a non-progressive, persistent syndrome occurring in the brain of the fetus or infant[1]. The prevalence of CP is 0.2% worldwide, and the prevalence can increase to 20-30 times in preterm or low birth weight newborns. There are about 6 million children with CP in China, and the number is increasing at a rate of 45,000 per year. Virtual reality (VR) refers to a virtual environment that is generated by a computer and can be interacted with.VR can mobilize the visual, auditory, tactile and kinesthetic organs of CP, so that they can actively participate in the rehabilitation exercise. Information sources: Two researchers searched 5 databases, including Pubmed (N=82), Embase (N=191), The Cochrane Library (N=147), Web of Science (N=359) and CNKI (N=11).
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