Academic literature on the topic 'Images 360 degrés'

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Journal articles on the topic "Images 360 degrés"

1

Hadi Ali, Israa, and Sarmad Salman. "360-Degree Panoramic Image Stitching for Un-ordered Images Based on Harris Corner Detection." Indian Journal of Science and Technology 12, no. 4 (2019): 1–9. http://dx.doi.org/10.17485/ijst/2019/v12i4/140988.

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Assens, Marc, Xavier Giro-i-Nieto, Kevin McGuinness, and Noel E. O’Connor. "Scanpath and saliency prediction on 360 degree images." Signal Processing: Image Communication 69 (November 2018): 8–14. http://dx.doi.org/10.1016/j.image.2018.06.006.

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Barazzetti, L., M. Previtali, and F. Roncoroni. "CAN WE USE LOW-COST 360 DEGREE CAMERAS TO CREATE ACCURATE 3D MODELS?" ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-2 (May 30, 2018): 69–75. http://dx.doi.org/10.5194/isprs-archives-xlii-2-69-2018.

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360 degree cameras capture the whole scene around a photographer in a single shot. Cheap 360 cameras are a new paradigm in photogrammetry. The camera can be pointed to any direction, and the large field of view reduces the number of photographs. This paper aims to show that accurate metric reconstructions can be achieved with affordable sensors (less than 300 euro). The camera used in this work is the Xiaomi Mijia Mi Sphere 360, which has a cost of about 300 USD (January 2018). Experiments demonstrate that millimeter-level accuracy can be obtained during the image orientation and surface recon
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Alves, Ricardo Martins, Luís Sousa, Aldric Trindade Negrier, et al. "Interactive 360 Degree Holographic Installation." International Journal of Creative Interfaces and Computer Graphics 8, no. 1 (2017): 20–38. http://dx.doi.org/10.4018/ijcicg.2017010102.

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With new marketing strategies and technologies, new demands arise, and the standard public relation or salesperson is not enough, costumers tend to have higher standards while companies try to capture their attention, requiring the use of creative contents and ideas. For this purpose, this article describes how an interactive holographic installation was developed, making use of a holographic technology to call attention of potential clients. This is achieved by working as a host or showing a product advertising the company. The installation consists in a 360 degree (8 view) holographic avatar
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Banchi, Yoshihiro, Keisuke Yoshikawa, and Takashi Kawai. "Evaluating user experience of 180 and 360 degree images." Electronic Imaging 2020, no. 2 (2020): 244–1. http://dx.doi.org/10.2352/issn.2470-1173.2020.2.sda-244.

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This paper describes a comparison of user experience of virtual reality (VR) image format. The authors prepared the following four conditions and evaluated the user experience during viewing VR images with a headset by measuring subjective and objective indices; Condition 1: monoscopic 180-degree image, Condition 2: stereoscopic 180-degree image, Condition 3: monoscopic 360-degree image, Condition 4: stereoscopic 360-degree image. From the results of the subjective indices (reality, presence, and depth sensation), condition 4 was evaluated highest, and conditions 2 and 3 were evaluated to the
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Hussain, Abuelainin. "Interactive 360-Degree Virtual Reality into eLearning Content Design." International Journal of Innovative Technology and Exploring Engineering 10, no. 2 (2020): 1–4. http://dx.doi.org/10.35940/ijitee.b8219.1210220.

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The techniques and methods essential in creating 2D and 3D virtual reality images that can be displayed in multimedia devices are the main aims of the study. Tools such as desktops, laptops, tablets, smartphones, and other multimedia devices that display such content are the primary concern in the study. Such devices communicate the content through videos, images, or sound which are realistic and useful to the user. Such contents can be captured from different locations in virtual imaginary sites through the abovenamed electronic devices. These are beneficial e-learning instructional technique
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Lee, Hyunchul, and Okkyung Choi. "An efficient parameter update method of 360-degree VR image model." International Journal of Engineering Business Management 11 (January 1, 2019): 184797901983599. http://dx.doi.org/10.1177/1847979019835993.

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Recently, with the rapid growth of manufacture and ease of user convenience, technologies utilizing virtual reality images have been increasing. It is very important to estimate the projected direction and position of the image to show the image quality similar to the real world, and the estimation of the direction and the position is solved using the relation that transforms the spheres into the expanded equirectangular. The transformation relationship can be divided into a camera intrinsic parameter and a camera extrinsic parameter, and all the images have respective camera parameters. Also,
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Jauhari, Jauhari. "SOLO-YOGYA INTO 360-DEGREE PHOTOGRAPHY." Capture : Jurnal Seni Media Rekam 13, no. 1 (2021): 17–31. http://dx.doi.org/10.33153/capture.v13i1.3627.

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Currently, technological developments have made it possible for photographic works not only to be present in the form of a flat 180 degree two-dimensional panorama, but even being able to present reality with a 360 degree perspective. This research on the creation of photographic works aims to optimize photographic equipment for photographing with a 360 degree perspective. Eventhough there are many 360 degree application in smartphones, but using a DSLR camera to create works with a 360 degree perspective has the advantage that it can be printed in large sizes with high resolution without brea
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Tsubaki, Ikuko, and Kazuo Sasaki. "An Interrupted Projection using Seam Carving for 360-degree Images." Electronic Imaging 2018, no. 2 (2018): 414–1. http://dx.doi.org/10.2352/issn.2470-1173.2018.2.vipc-414.

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Banchi, Yoshihiro, and Takashi Kawai. "Evaluating user experience of different angle VR images." Electronic Imaging 2021, no. 2 (2021): 98–1. http://dx.doi.org/10.2352/issn.2470-1173.2021.2.sda-098.

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This paper describes a comparison of user experience of virtual reality (VR) image angles. 7 angles conditions are prepared and evaluated the user experience during viewing VR images with a headset by measuring subjective and objective indexes. Angle conditions were every 30 degrees from 180 to 360 degrees. From the results of the subjective indexes (reality, presence, and depth sensation), a 360-degree image was evaluated highest, and different evaluations were made between 240 and 270 degrees.In addition, from the results of the objective indexes (eye and head tracking), a tendency to spread
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