Academic literature on the topic 'Panoramic virtual reality'

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Journal articles on the topic "Panoramic virtual reality"

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Boukerch, I., B. Takarli, K. Saidi, M. Karich, and M. Meguenni. "DEVELOPMENT OF PANORAMIC VIRTUAL TOURS SYSTEM BASED ON LOW COST DEVICES." International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLIII-B2-2021 (June 28, 2021): 869–74. http://dx.doi.org/10.5194/isprs-archives-xliii-b2-2021-869-2021.

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Abstract. The virtual visit is a simulation of reality that allows virtually changing time or placing. Unlike this, virtual reality offers the possibility to associate the real world with the virtual world, while ensuring interactivity and an improvement in prospecting the reality. One of the most used form of virtual reality is the 360° panoramic imagery and video, currently in the market we can find many providers of panoramic cameras, going from costly professional cameras to the low cost consumer grade cameras. In addition, many software providers offers the virtual tours creation and visualisation, to our knowledge, only google street view offers full mapping functionalities, but the data capture and collection is an opaque operation. Generally, smartphones are equipped with positioning capabilities, based on sensors like gyroscopes, accelerometers, magnetometer used as compass and GPS, the integration of this data allow the estimation of the pose.This paper discusses the creation of an interactive virtual reality with 360° panoramic images with the possibility of automating its acquisition and integration in mapping environment by using smartphone positioning methods, while the panoramic images are taken using costumer grade camera, which composes a low cost system for acquiring and diffusing panoramic virtual tours map. The developed solution is a dynamic web interface using several open source libraries and programming tools.
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Sharma, Alisha, Ryan Nett, and Jonathan Ventura. "Unsupervised Learning of Depth and Ego-Motion from Cylindrical Panoramic Video with Applications for Virtual Reality." International Journal of Semantic Computing 14, no. 03 (2020): 333–56. http://dx.doi.org/10.1142/s1793351x20400139.

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We introduce a convolutional neural network model for unsupervised learning of depth and ego-motion from cylindrical panoramic video. Panoramic depth estimation is an important technology for applications such as virtual reality, 3D modeling, and autonomous robotic navigation. In contrast to previous approaches for applying convolutional neural networks to panoramic imagery, we use the cylindrical panoramic projection which allows for the use of the traditional CNN layers such as convolutional filters and max pooling without modification. Our evaluation of synthetic and real data shows that unsupervised learning of depth and ego-motion on cylindrical panoramic images can produce high-quality depth maps and that an increased field-of-view improves ego-motion estimation accuracy. We create two new datasets to evaluate our approach: a synthetic dataset created using the CARLA simulator, and Headcam, a novel dataset of panoramic video collected from a helmet-mounted camera while biking in an urban setting. We also apply our network to the problem of converting monocular panoramas to stereo panoramas.
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Zhang, ShiYu, YingHao Dong, Tingting Xie, Xinying Si, and JinZe Li. "Reconstruction of Hanqing Stadium Scenery Based on Virtual Reality Technology." E3S Web of Conferences 290 (2021): 02029. http://dx.doi.org/10.1051/e3sconf/202129002029.

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In order to reproduce the grand look of Hanqing Stadium and restore the most realistic Hanqing Stadium internal layout and structure, a simulation system based on the virtual reality technology for the internal structure layout design of the stadium was designed and developed. Based on the current development trend of virtual reality technology, a three-dimensional dynamic space model was established to restore the real conditions of Hanqing Stadium. By integrating emerging technologies such as panoramic images, panoramic views, and stereo vision into virtual reality technology, the sense of reality was enhanced. 3Dmaxs was used to establish the Hanqing Stadium scene design model, the surrounding and internal scene models were reconstructed, and the experiencers’ feelings about the real scene were restored 1:1. The use of technologies such as panoramic images and views enhances the realism and three-dimensionality of the picture.
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La Salandra, Antonio, Darian Frajberg, and Piero Fraternali. "A virtual reality application for augmented panoramic mountain images." Virtual Reality 24, no. 1 (2019): 123–41. http://dx.doi.org/10.1007/s10055-019-00385-x.

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Wang, Ru Guang, Huai Lin Dong, Min Wen Wu, and Qing Feng Wu. "Research and Design of Digital Museum Based on Virtual Reality." Advanced Materials Research 926-930 (May 2014): 2516–20. http://dx.doi.org/10.4028/www.scientific.net/amr.926-930.2516.

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Digital museum is an important trend in the development of museums in recent years, and virtual reality technology in the digital museum is one of the most important issues in museum construction and it has broad development prospects. This paper aims to research into two kinds of key virtual reality technologies: image-based 360 degree panoramic display and 3D modeling technology, exploring various kinds of virtual museums based on these two technologies. It discusses the advantages and limitations of the various kinds of VDMs and proposes the design of the Virtual Museum based on 360 - degree panorama, web 3D technology and 3D modeling technology. And its application in the design of Xiamen Overseas Chinese Museum has obtained good results.
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Jáuregui, David V., and Kenneth R. White. "Implementation of Virtual Reality in Routine Bridge Inspection." Transportation Research Record: Journal of the Transportation Research Board 1827, no. 1 (2003): 29–35. http://dx.doi.org/10.3141/1827-04.

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The innovative use of QuickTime Virtual Reality (QTVR) and panoramic image–creation utilities for recording field observations and measurements during routine bridge inspections is reported. A virtual reality approach provides the ability to document a bridge’s physical condition by using different media types at a significantly higher level of detail than is possible in a written bridge inspection report. Digitally recorded data can be stored on compact disc for easy access before, during, or after an inspection. The development of a QTVR bridge record consists of four major steps: selection of the camera stations, acquisition of the digital images, creation of cylindrical or cubic panoramas, and rendering of the QTVR file. Specific details related to these steps are provided, as applied to various bridge inspection projects. The potential impact of QTVR on bridge management—in which routine inspection data are a factor in making decisions regarding the future maintenance, rehabilitation, or replacement of a bridge—is discussed.
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Ling, Yang, Cheng Yong, and Yun Cheng. "The Key Technology of Virtual Reality System Based on Panoramic View." Applied Mechanics and Materials 130-134 (October 2011): 3123–27. http://dx.doi.org/10.4028/www.scientific.net/amm.130-134.3123.

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Virtual reality technology is the cutting-edge subject of current computer technology and research focus. This paper mainly research the key technologies of virtual reality system based on the panoramic view, including image acquisition, correction, splicing, fusion, re-projection panoramic images such as a set of system solutions. In this paper proposed rough match based Fourier transform and exact match based edge gradient-feature, which can mosaic the two matching images, to save calculation time and improve speed.
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Soyluçiçek, Seza. "Looking through the sphere; Illustration in virtual reality." New Trends and Issues Proceedings on Humanities and Social Sciences 5, no. 6 (2018): 53–59. http://dx.doi.org/10.18844/prosoc.v5i6.3695.

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Illustration field has developed different visual communication ways and reached a broad usage area. Instead of consisting of just book limning, with various techniques, methods and technological opportunities, it continues to take place in other places. Especially the usage area of two–three-dimensional illustrations on digital media enlarged, led to different production processes and designers found new display possibilities and design processes. One of the examples about this situation is 360-degree illustrations that can be designed and displayed on virtual reality (VR) media. VR is an interactional virtual media that can detect the location and movements of users, appeal to one or more artificial senses and give the feeling of being inside the simulation. 360-degree display and production on this media takes not only VR glasses but also web portals and some developer programs. In this study, illustration in VR and 360-degree panoramic illustration of display and development systems and production processes are examined.Keywords: Illustration, virtual reality, panoramic illustration, graphic design, art education.
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Macedonio, Mary F., Thomas D. Parsons, Raymond A. Digiuseppe, Brenda A. Weiderhold, and Albert A. Rizzo. "Immersiveness and Physiological Arousal within Panoramic Video-Based Virtual Reality." CyberPsychology & Behavior 10, no. 4 (2007): 508–15. http://dx.doi.org/10.1089/cpb.2007.9997.

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Soylucicek, Seza. "Looking through the Sphere; Illustration in virtual reality." Global Journal of Arts Education 9, no. 1 (2019): 22–28. http://dx.doi.org/10.18844/gjae.v9i2.3953.

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Artistic expression ways of Illustration that take place in visual communication design/graphic design changes and develops day by day. Having a rich history, illustration field has developed different visual communication ways and reached a broad usage area. Instead of consisting of just book limning, with various techniques, methods and technological opportunities it continues to take place in other places. Especially the usage area of two-three dimensional illustrations on digital media enlarged, led to different production processes and designers found new display possibilities and design processes. One of the examples about this situation is 360 degree illustrations that can be designed and displayed on virtual reality media. Virtual reality is an interactional virtual media that can detect the location and movements of users, appeal to one or more artificial senses and give the feeling of being inside the simulation. 360 degree display and production on this media takes not only VR glasses but also web portals and some developer programs. In this study, illustration in virtual reality and 360 degrees panoramic illustration display and development systems and production processes are examined.
 Keywords: Illustration, virtual reality, panoramic illustration, graphic design, art education;
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Dissertations / Theses on the topic "Panoramic virtual reality"

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Chen, Wu-Hsiung. "An investigation into web-based panoramic video virtual reality with reference to the virtual zoo." Thesis, De Montfort University, 2010. http://hdl.handle.net/2086/3424.

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Panoramic image Virtual Reality (VR) is a 360 degree image which has been interpreted as a kind of VR that allows users to navigate, view, hear and have remote access to a virtual environment. Panoramic Video VR builds on this, where filming is done in the real world to create a highly dynamic and immersive environment. This is proving to be a very attractive technology and has introduced many possible applications but still present a number of challenges, considered in this research. An initial literature survey identified limitations in panoramic video to date: these were the technology (e.g. filming and stitching) and the design of effective navigation methods. In particular, there is a tendency for users to become disoriented during way-finding. In addition, an effective interface design to embed contextual information is required. The research identified the need to have a controllable test environment in order to evaluate the production of the video and the optimal way of presenting and navigating within the scene. Computer Graphics (CG) simulation scenes were developed to establish a method of capturing, editing and stitching the video under controlled conditions. In addition, a novel navigation method, named the “image channel” was proposed and integrated within this environment. This replaced hotspots: the traditional navigational jumps between locations. Initial user testing indicated that the production was appropriate and did significantly improve user perception of position and orientation over jump-based navigation. The interface design combined with the environment view alone was sufficient for users to understand their location without the need to augment the view with an on screen map. After obtaining optimal methods in building and improving the technology, the research looked for a natural, complex, and dynamic real environment for testing. The web-based virtual zoo (World Association of Zoos and Aquariums) was selected as an ideal production: It had the purpose to allow people to get close to animals in their natural habitat and created particular interest to develop a system for knowledge delivery, raising protection concerns, and entertaining visitors: all key roles of a zoo. The design method established from CG was then used to develop a film rig and production unit for filming a real animal habitat: the Formosan rock monkey in Taiwan. A web-based panoramic video of this was built and tested though user experience testing and expert interviews. The results of this were essentially identical to the testing done in the prototype environment, and validated the production. Also was successfully attracting users to the site repeatedly. The research has contributed to new knowledge in improvement to the production process, improvement to presentation and navigating within panoramic videos through the proposed Image Channel method, and has demonstrated that web-based virtual zoo can be improved to help address considerable pressure on animal extinction and animal habitat degradation that affect humans by using this technology. Further studies were addressed. The research was sponsored by Taiwan’s Government and Twycross Zoo UK was a collaborator.
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Pelánek, Lukáš. "Virtuální prohlídka ve VR." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2019. http://www.nusl.cz/ntk/nusl-403818.

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This thesis deals with the making of virtual tours in the virtual reality. It deals with panoramic photographs and their use in creating virtual tours. In this thesis, two applications were designed and implemented. The first one as a web editor for creating and the other as a mobile application for viewing virtual tours. The created solution provides a comprehensive tool for working with virtual tours.
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Sormain, Rémi. "Offline H.264 encoding method for omnidirectional videos with empirical region-of-interest." Thesis, KTH, Skolan för informations- och kommunikationsteknik (ICT), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-211518.

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Panoramic virtual reality is an emerging technology that has recently gained the attention of both the research community and regular consumers. It allows the users to immerse themselves in omnidirectional videos with the help of a virtual reality headset : thanks to an increasing amount of affordable head-mounted-displays, any recent smartphone can offer a decent panoramic virtual reality experience. However since omnidirectional videos are videos with a large field-of-view that covers the entire sphere around the camera, they require large resolutions and thus high bitrates. This master degree project conducted at RE’FLEKT GmbH is an exploratory work that seeks to reduce the panoramic video bitrate. Because of the nature of omnidirectional videos, the user can only see a subpart of each video frame, and thus some zones of the video can attract more attention than others. The purpose of this study is to introduce the concept of region-of-interest encoding in panoramic VR. The main contribution is a method to encode panoramic videos in an H.264 video format stream with a space-variant level of details depending on the zones that attract the most the viewers’ interest. First, the region-of-interest are detected through a head-tracking module combined with a Gaussian attention model. Then, the reference video is encoded with the open source x264 encoder, with a quantization step adjusted to the region-of-interest information. The International Telecommunications Union standard subjective tests show that this method can perform better than classic H.264 encoding only in specific cases.<br>Panoramisk virtuell verklighet (VR) är en kommande teknik som nyligen har mött intresse från forskarsamhället och vanliga konsumenter. Det gör det möjligt för användarna att fördjupa sig i videor upptagna från flera riktningar, med hjälp av ett VR-headset : tack vare ett växande antal billiga och huvudburna bildskärmar, erbjuder alla nya smarttelefoner en passande panoramisk VR-erfarenhet. Men på grund av den breda synvinkeln i flerriktade media behöver videor med 360 graders synfält stor upplösning och därför höga bithastigheter. Detta masterexamensarbete som utförts på RE’FLEKT GmbH är ett utforskande arbete som strävar efter att reducera panoramabildens bithastighet. I flerriktade videoklipp kan användaren bara se en del av varje bildruta, härigenom får somliga zoner mer uppmärksamhet än andra. Syftet med denna studie är att introducera begreppet region-av-intresse (ROI) kodning i panoramisk VR. Huvudbidraget är en metod för att koda panoramisk video i en H.264-ström med en varierande nivå av detaljer som beror på de zoner som får mest av tittarnas intresse. Först detekteras ROI genom en huvudspårningsmodul kombinerad med en gaussisk uppmärksamhetsmodell. Därefter kodas referensvideoen med x264-kodaren (öppen källkod) med hjälp av ROI-informationen. ITU-standardens subjektiva test visar att den här metoden kan fungera bättre än klassisk H.264-kodning i enskilda fall.
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Hu, Osvaldo Ramos Tsan. "Contribuições ao desenvolvimento de um sistema de telepresença por meio da aquisição, transmissão e projeção em ambientes imersivos de vídeos panorâmicos." Universidade de São Paulo, 2006. http://www.teses.usp.br/teses/disponiveis/3/3142/tde-19092006-134926/.

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Sistemas de telepresença têm sido pesquisados e desenvolvidos para inúmeras aplicações que exigem a presença física de pessoas em ambientes inacessíveis; tais situações são diversas, desde aquelas relacionadas com educação a distância até aquelas que envolvem alta periculosidade. Neste trabalho, a pesquisa e desenvolvimento se concentram na concepção e implementação de sistemas de telepresença voltados para ambientes imersivos em 360º, capazes de realizar a aquisição, transmissão e projeção de imagens em movimento em sistemas de multiprojeção imersivos, como é o caso da CAVERNA Digital®, desenvolvida pelo Laboratório de Sistemas Integráveis da Escola Politécnica da USP. Assim, o presente trabalho apresenta contribuições para o desenvolvimento de sistemas de telepresença, dentre os quais destacam-se: o detalhamento da arquitetura geral do sistema, a implementação de métodos para a calibração, correção das imagens e montagem de panoramas de 360º. Construiu-se um protótipo composto de: um Módulo de Aquisição, que adquire as imagens de oito câmeras (montadas num anel de câmeras sobre um robô), efetua as correções e monta uma imagem panorâmica; um Módulo de Composição que costura as várias imagens panorâmicas em um panorama final; e um Módulo de Exibição que ajusta e projeta o panorama nas telas da CAVERNA Digital®. Finalmente, apresentam-se considerações sobre o presente trabalho e perspectivas futuras.<br>Research and development in telepresence systems have been done in several applications that require physical presence of people into non-accessible environments. These situations may vary, from those related to distance education to those related to very hazardous places for humans. In this work, the main research and development goal is the conception and implementation of a telepresence system for 360 degrees immersive environments, this system is able to perform acquisition, transmission and projection of moving images on immersive multi-projection environments, such as the CAVERNA Digital®, developed by the Laboratório de Sistemas Integráveis at the Escola Politécnica, Universidade de São Paulo. The main contributions to the development of telepresence systems are: a detailed specification of the general architecture of the system, the implementation of the calibration, the imagery correction and the 360 degrees panoramas composition methods. The prototype that was implemented includes: an Acquisition Module, that acquires image of eight cameras (mounted on a ring of cameras placed on top of a robot), executes corrections and prepares a panoramic image; a Composition Module, that stitches the images in a final panorama; and an Exhibition Module, that adjusts and projects the panorama into the screens of the CAVERNA Digital®. Final, remarks on this present work and future perspectives are presented at the end.
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Brand?o, Daniel Soares. "Avaliando o impacto da utiliza??o de renderiza??es panor?micas para a navega??o em ambientes virtuais." Universidade Federal do Rio Grande do Norte, 2014. http://repositorio.ufrn.br:8080/jspui/handle/123456789/18689.

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Made available in DSpace on 2015-03-03T15:47:48Z (GMT). No. of bitstreams: 1 DanielSB_DISSERT.pdf: 24552840 bytes, checksum: 7e0c26e7ae98555461ce350e2cef10e5 (MD5) Previous issue date: 2014-02-25<br>Panoramic rendering is the visualization of three-dimensional objects in a virtual environment through a wide viewing angle. This work investigated if the use of panoramas is able to promote faster searches in a virtual environment. Panoramas allow the presentation of space through less need to change the orientation of the camera, especially for the case of projections spanning 360? surrounding the user, which can benefit searching. However, the larger the angle, more distorted is the visualization of the environment, causing confusion in navigation. The distortion is even bigger when the user changes the pitch of the camera, by looking up or down. In this work we developed a technique to eliminate specifically the distortions caused by changes in pitch, which was called hemispheric projection. Experiments were done to evaluate the performance of search navigation through perspective, cylindrical and hemispherical projections. The results indicate that navigating with perspective projection is superior than navigating with panoramic projections, possibly due to factors such as (i) lack of experience of the participants in understanding the scenes displayed as panoramas, (ii) the inherent presence of distortion in panoramic projections and (iii) a lower display resolution because the objects are presented in smaller sizes in panoramic projections, making the perception of details more difficult. However, the hemispherical projection was better than the cylindrical, indicating that the developed technique provides benefits for navigation compared to current techniques of panoramic projection. The hemispheric projection also provided the least amount of changes of camera orientation, which is an indication that the hemispheric projections may be particularly useful in situations where there are restrictions on the ease to change the orientation. Future research will investigate the performance of cameras interactions on slower devices, such as using only keyboard, or brain-machine interfaces<br>Renderiza??o panor?mica ? a visualiza??o de objetos tridimensionais em um ambiente virtual atrav?s de um largo ?ngulo de vis?o. Este trabalho procurou investigar se a utiliza??o de panoramas ? capaz de agilizar buscas em um ambiente virtual. Panoramas permitem a apresenta??o do espa?o atrav?s de uma menor necessidade de modificar a orienta??o da c?mera, principalmente para o caso de proje??es que englobam os 360 que cercam o usu?rio, o que pode beneficiar as buscas. Contudo, quanto maior o ?ngulo, mais a visualiza??o do ambiente ? distorcida, provocando certa confus?o na navega??o. A distor??o ? ainda maior quando o usu?rio modifica a inclina??o da c?mera, ou seja, ao olhar para cima ou para baixo. Neste trabalho foi desenvolvida uma t?cnica para eliminar especificamente as distor??es provocadas pela mudan?a de inclina??o, a qual foi denominada proje??o hemisf?rica. Foram realizados experimentos buscando avaliar o desempenho na navega??o de busca atrav?s das proje??es em perspectiva, cil?ndrica e hemisf?rica. Os resultados indicam que a navega??o por proje??o em perspectiva ? superior a navega??o por proje??es panor?micas, possivelmente devido a fatores como (i) pouca experi?ncia dos participantes em compreender cenas exibidas de forma panor?mica, (ii) a inerente presen?a de distor??o nas proje??es panor?micas e (iii) a menor resolu??o de visualiza??o, pois os objetos s?o apresentados em tamanhos menores nas proje??es panor?micas, dificultando a percep??o de detalhes. Contudo, a proje??o hemisf?rica se demonstrou melhor do que a cil?ndrica, indicando que a t?cnica desenvolvida proporciona benef?cios para navega??o em compara??o com as t?cnicas de proje??o panor?mica atuais. A proje??o hemisf?rica tamb?m proporcionou a menor quantidade de modifica??es da orienta??o da c?mera, o que ? um ind?cio de que as proje??es hemisf?ricas podem ser particularmente ?teis em situa??es onde existem restri??es na facilidade de alterar a orienta??o. Pesquisas futuras investigar?o o desempenho das c?meras sobre dispositivos de intera??es mais lentos, como o uso apenas de teclado, ou interfaces c?rebro-m?quina.
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Chen, Hui, and 陳輝. "Building panoramas from photographs taken with a hand-held camera." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2002. http://hub.hku.hk/bib/B31242923.

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Chen, Hui. "Building panoramas from photographs taken with a hand-held camera /." Hong Kong : University of Hong Kong, 2002. http://sunzi.lib.hku.hk/hkuto/record.jsp?B23668064.

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Souza, Guilherme Mendonça de. "Cinema imersivo: narratividade cinematográfica na perspectiva da realidade virtual." Universidade Federal de Goiás, 2017. http://repositorio.bc.ufg.br/tede/handle/tede/8271.

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Submitted by Liliane Ferreira (ljuvencia30@gmail.com) on 2018-03-28T12:34:46Z No. of bitstreams: 2 Tese - Guilherme Mendonça de Souza - 2017.pdf: 55555017 bytes, checksum: 165fd7a1b83a773a5f8f7cb22691f26c (MD5) license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5)<br>Approved for entry into archive by Luciana Ferreira (lucgeral@gmail.com) on 2018-03-29T11:33:55Z (GMT) No. of bitstreams: 2 Tese - Guilherme Mendonça de Souza - 2017.pdf: 55555017 bytes, checksum: 165fd7a1b83a773a5f8f7cb22691f26c (MD5) license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5)<br>Made available in DSpace on 2018-03-29T11:33:55Z (GMT). No. of bitstreams: 2 Tese - Guilherme Mendonça de Souza - 2017.pdf: 55555017 bytes, checksum: 165fd7a1b83a773a5f8f7cb22691f26c (MD5) license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) Previous issue date: 2017-06-13<br>Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES<br>This exploratory research is based on the contemporary context of the relations between virtual reality and cinema. The thesis seeks to demonstrate how the technological advent influences the forms of communication and artistic manifestations, as well as brings out the emergence of emerging narratives. Immersive cinema (imercine), backed by the traditional cinematic language, suggests adaptations and significant changes in modes of production, exhibition and reception. The artistic project proposes the production of an immersive film (imerfilm) whose plot is inserted in the virtual reality environment.<br>Essa pesquisa exploratória é embasada no contexto contemporâneo das relações entre realidade virtual e cinema. A tese procura demonstrar como o advento tecnológico influencia nas formas de comunicação e manifestações artísticas, bem como traz à tona o surgimento de narrativas emergentes. O cinema imersivo (imercine), respaldado na linguagem cinematográfica tradicional, sugere adaptações e alterações significativas nos modos de produção, exibição e recepção. O projeto artístico propõe a produção de um filme imersivo (imerfilme) cuja trama se insere no ambiente da realidade virtual.
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Cai, Hongyuan. "Key Views for Visualizing Large Spaces." Elsevier, 2009. http://hdl.handle.net/1805/2128.

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Indiana University-Purdue University Indianapolis (IUPUI)<br>Image is a dominant medium among video, 3D model, and other media for visualizing environment and creating virtual access on the Internet. The location of image capture is, however, subjective and has relied on the esthetic sense of photographers up until this point. In this paper, we will not only visualize areas with images, but also propose a general framework to determine where the most distinct viewpoints should be located. Starting from elevation data, we present spatial and content information in ground-based images such that (1) a given number of images can have maximum coverage on informative scenes; (2) a set of key views can be selected with certain continuity for representing the most distinct views. According to the scene visibility, continuity, and data redundancy, we evaluate viewpoints numerically with an object-emitting illumination model. Our key view exploration may eventually reduce the visual data to transmit, facilitate image acquisition, indexing and interaction, and enhance perception of spaces. Real sample images are captured based on planned positions to form a visual network to index the area.
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Janů, Ondřej. "Využití fotografie s vysokým rozlišením v realitní praxi." Master's thesis, Vysoké učení technické v Brně. Ústav soudního inženýrství, 2013. http://www.nusl.cz/ntk/nusl-232708.

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The aim of the work was to put together the list of possible ways to use high resolution image in real estate practice. Photographies are created by stitching more than one image on itself. Further on was developed methodology of working with these images and was made an illustration with detailed description of the procedure for each individual case. For each procedure were proposed possibilities in practical using. For the thesis purposes was conducted real estate and public survey. Based on results of the survey were purposed draft measures to improve internet real estate advertising.
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Books on the topic "Panoramic virtual reality"

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Highton, Scott. Virtual reality photography: Creating panoramic and object images. Virtual Reality Photography, 2010.

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360 [reproduction of degree] imaging: The photographer's panoramic virtual reality manual. RotoVision, 2003.

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Virtual art: From illusion to immersion. MIT Press, 2003.

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Andrews, Phillip. 360 Degree Imaging: The Photographers Panoramic Virtual Reality Manual (Photography on the Web). Rotovision, 2003.

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Virtual Art: From Illusion to Immersion. MIT Press, 2004.

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Grau, Oliver, Roger F. Malina, and Sean Cubitt. Virtual Art: From Illusion to Immersion. MIT Press, 2004.

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Virtual Art: From Illusion to Immersion (Leonardo Books). The MIT Press, 2004.

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Virtuelle Kunst in Geschichte Und Gegenwart: Visuelle Strategien. Reimer, 2001.

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Book chapters on the topic "Panoramic virtual reality"

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Wan Abd Arif, Wan Norazlinawati, Wan Fatimah Wan Ahmad, Shahrina Md Nordin, Azrai Abdullah, and Subarna Sivapalan. "Designing 3 Dimensional Virtual Reality Using Panoramic Image." In Lecture Notes in Computer Science. Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-05036-7_38.

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Bulgakov, Vladimir, Igor Trushchenkov, and Elena Bulgakova. "Spherical Panoramic Photo Shooting and Virtual Reality Demonstration of a Crime Scene." In Communications in Computer and Information Science. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-29750-3_17.

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Huang, Fay, Chih-Kai Chang, and Zi-Xuan Lin. "Generation of Animated Stereo Panoramic Images for Image-Based Virtual Reality Systems." In Image and Video Technology. Springer Berlin Heidelberg, 2014. http://dx.doi.org/10.1007/978-3-642-53842-1_41.

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Kim, Hee Jae, and Jong Weon Lee. "Authoring System Using Panoramas of Real World." In Virtual Augmented and Mixed Reality. Designing and Developing Augmented and Virtual Environments. Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-39405-8_8.

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Dykes, Jason. "Creating information-rich virtual environments with geo-referenced digital panoramic imagery." In Virtual Reality in Geography. CRC Press, 2001. http://dx.doi.org/10.1201/9780203305850.ch7.

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"Aligning Two Images in a Panoramic Mosaic." In A Hitchhiker's Guide to Virtual Reality. A K Peters/CRC Press, 2007. http://dx.doi.org/10.1201/b10677-25.

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Bolognesi, Cecilia Maria, and Damiano Antonino Angelo Aiello. "Through Achille Castiglioni's Eyes." In Virtual and Augmented Reality in Education, Art, and Museums. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-7998-1796-3.ch014.

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The experimentations described here concern the virtualization of the Studio Museo Achille Castiglioni, a small museum that hosts important artefacts designed by one of the most famous architects and designers of the 20th century, winner of 7 “Compasso d'oro” awards. The digitization process creates two virtual experiences to enjoy the place and the design objects to give visibility to the small context far from the big museum. The first (less complex and immersive) experimentation deals with the semantic implementation of 360° panoramic photographs, giving rise to a virtual tour of the museum available on the web with no interaction: it is the description of the state of the art of this place. The second one (a real VR simulation) derives from a more complex workflow based on digital surveying, digital modelling, and developing of virtual environments and interactions. The two proposed case studies demonstrate how new technologies can represent indispensable instruments for the safeguard, enhancement, and communication of Cultural Heritage.
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Hu, J., G. Fadel, I. Wood, P. Napieralski, and S. Babu. "Prototyping process of a virtual-reality treadmill system for exploration of real world panoramic environments." In Innovative Developments in Virtual and Physical Prototyping. CRC Press, 2011. http://dx.doi.org/10.1201/b11341-111.

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Tan, Kiam Lam, Chen Kim Lim, and Abdullah Zawawi bin Haji Talib. "Mobile Virtual Heritage Exploration with Heritage Hunt with a Case Study of George Town, Penang, Malaysia." In Modern Entrepreneurship and E-Business Innovations. IGI Global, 2013. http://dx.doi.org/10.4018/978-1-4666-2946-2.ch009.

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Computer games with fully intensive graphics are very common in desktop computers or game console, but the development of mobile games with intensive graphics are fairly new. With the advancement in mobile phone technology, it is possible to create a mobile game incorporates integrate the virtual reality techniques. In this paper, the authors present a virtual heritage application called M-Heritage Hunt that integrates virtual reality and game for mobile platforms. M-Heritage Hunt provides panoramic views of the heritage sites and a game background that is customized for the core of heritage zone of George Town, Penang in Malaysia. M-Heritage Hunt was evaluated and examined by letting the respondents to play the game in its proposed setting.
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Huang, Jiung-Yao. "Use of the Frame Synchronization Technique to Improve the Visualization Realism on the Web." In Distributed Multimedia Databases. IGI Global, 2002. http://dx.doi.org/10.4018/978-1-930708-29-7.ch021.

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Along with the popularity of the World Wide Web (WWW), merging the virtual reality technique into the WWW environment is a popular area of research in recent years. The emerging of the VRML standard is the result of such effort. The panoramic image viewer is another achievement of this type of research. However, these two types of browsers have their own merits and faults, and these differences are revealed in the discrepancy of their respective user interfaces. This chapter presents a frame synchronization technique so that the display on the VRML browser can harmonize with the picture of the panoramic image viewer. This chapter first presents an in-depth full comparison of these two browsers, and then draws out the issues that are essential to synchronize the frame displays on these two browsers. The equations and mechanisms to enable such synchronization then follow. Finally, the frame synchronization mechanism that was implemented with experiments to demonstrate its effectiveness is also given. The frame synchronization mechanism provides a simple yet effective method to increase visualization realism inside the virtual world without sacrificing the freedom of navigation.
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Conference papers on the topic "Panoramic virtual reality"

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Ritchey, Kurtis J. "Image-based panoramic virtual reality system." In SPIE/IS&T 1992 Symposium on Electronic Imaging: Science and Technology, edited by Joanna R. Alexander. SPIE, 1992. http://dx.doi.org/10.1117/12.59650.

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"Session details: Panoramic Video and Virtual Reality." In the 2017 ACM International Conference, chair Dick Bulterman. ACM Press, 2017. http://dx.doi.org/10.1145/3077548.3257990.

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Bulterman, Dick. "Session details: Panoramic Video and Virtual Reality." In TVX '17: ACM International Conference on Interactive Experiences for TV and Online Video. ACM, 2017. http://dx.doi.org/10.1145/3257990.

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Kuchelmeister, Volker. "Panoramic Navigator. A vision machine for expanded spaces of representation." In 2014 IEEE Virtual Reality (VR). IEEE, 2014. http://dx.doi.org/10.1109/vr.2014.6802096.

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Du, Shengyu, Ting Ge, Jingyi Pei, Jianmin Wang, Changqing Yin, and Yongning Zhu. "Panoramic Fluid Painting." In 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR). IEEE, 2019. http://dx.doi.org/10.1109/vr.2019.8798200.

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Wagner, Daniel, Alessandro Mulloni, Tobias Langlotz, and Dieter Schmalstieg. "Real-time panoramic mapping and tracking on mobile phones." In 2010 IEEE Virtual Reality Conference (VR). IEEE, 2010. http://dx.doi.org/10.1109/vr.2010.5444786.

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Lopez-Gulliver, Roberto, Takahiro Hatamoto, Kohei Matsumura, and Haruo Noma. "Synthesis of omnidirectional movie using a set of key frame panoramic images." In 2015 IEEE Virtual Reality (VR). IEEE, 2015. http://dx.doi.org/10.1109/vr.2015.7223375.

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Hanasaki, Atsutoshi, Hideaki Uchiyama, Atsushi Shlmada, and Rin-Ichiro Taniquch. "Deep Localization on Panoramic Images." In 2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR). IEEE, 2018. http://dx.doi.org/10.1109/vr.2018.8446048.

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MacQuarrie, Andrew, and Anthony Steed. "Cinematic virtual reality: Evaluating the effect of display type on the viewing experience for panoramic video." In 2017 IEEE Virtual Reality (VR). IEEE, 2017. http://dx.doi.org/10.1109/vr.2017.7892230.

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Gil, Adriano, Aasim Khurshid, Juliana Postal, and Thiago Figueira. "Visual assessment of equirectangular images for virtual reality applications In Unity." In XXXII Conference on Graphics, Patterns and Images. Sociedade Brasileira de Computação - SBC, 2019. http://dx.doi.org/10.5753/sibgrapi.est.2019.8337.

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Virtual Reality (VR) applications provide an immersive experience when using panoramic images that contain a 360-degree view of the scene. Currently, the equirectangular image format is the widely used pattern to represent these panoramic images. The development of a virtual reality viewer of panoramic images should consider several parameters that define the quality of the rendered image. Such parameters include resolution configurations, texture-to-objects mappings and deciding from different rendering approach, but to select the optimal value of these parameters, visual quality analysis is required. In this work, we propose a tool integrated within Unity editor to automate this quality assessment using different settings for the visualization of equirectangular images. We compare the texture mapping of a skybox with a procedural sphere and a cubemap using full-reference objective metrics for Image Quality Analysis (IQA). Based on the assessment results, the tool decides how the final image will be rendered at the target device to produce a visually pleasing and high-quality image.
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