Immersive Multimedia madafaka

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 1. 3D Films A 3- D (" thre e-d imensi ona l") fi lm or S3D fi lm is a  moti on pictu re that enhances the  illusion of  depth per ceptio n. Derived from stereoscopic  photography, a special motion picture camera is used to record the images as seen from two perspectives (or computer-generated imagery generates the two  perspectives), and special proection hardware and!or eyewear are used to  provide the illusion of depth when viewing the film. 3-D films are not limited to feature film theat rical relea ses televi sion #roadcas ts and direct-to-video fil ms have als o inc orpora ted simila r met hods , pri mar ily for mar $et ing  purposes.3-D films have e%isted in some form since &', #ut until *& had  #een largely relegated to a niche in the motion p icture industry #ecause of the costly hardware and processes re+uired to produce and display a 3-D film, and the lac $ of a sta nda rdi ed for mat for all segments of the ent ert ainment  #usiness. onetheless, 3-D films were prominently featured in the &s in American cinema, and later e%perienced a worldwide resurgence in the &'s and s driven #y /0A1 high-end theaters and Disney themed-venues. 3-D films #ecame more and more successfu l throu ghout *-, culminati ng in the unprecedented success of 3-D presentations of Avatar  in Decem#er *, followed #y the record-#rea$ing opening of 2im urton4 s Alice in 5onderland in 0arch *&.

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1. 3D Films

A 3-D ("three-dimensional") film or S3D film is a  motion picture  that

enhances the  illusion  of   depth perception. Derived from stereoscopic

 photography, a special motion picture camera is used to record the images as

seen from two perspectives (or computer-generated imagery generates the two

 perspectives), and special proection hardware and!or eyewear are used to

 provide the illusion of depth when viewing the film. 3-D films are not limited

to feature film  theatrical releases television #roadcasts and direct-to-video

films have also incorporated similar methods, primarily for mar$eting

 purposes.3-D films have e%isted in some form since &', #ut until *& had

 #een largely relegated to a niche in the motion picture industry #ecause of the

costly hardware and processes re+uired to produce and display a 3-D film, and

the lac$ of a standardied format for all segments of the entertainment

 #usiness. onetheless, 3-D films were prominently featured in the &s in

American cinema, and later e%perienced a worldwide resurgence in the &'s

and s driven #y /0A1 high-end theaters and Disney  themed-venues. 3-D

films #ecame more and more successful throughout *-, culminating in

the unprecedented success of 3-D presentations of Avatar  in Decem#er *,

followed #y the record-#rea$ing opening of 2im urton4s Alice in 5onderland

in 0arch *&.

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*. The CAVE™ Virtual Reality Theater

2he 6A78™  is a multi-person, room-sied, high-resolution 3D video and

audio environment invented at 879 in &&. :raphics are proected in stereo

onto three walls and the floor, and viewed with active stereo glasses e+uipped

with a location sensor. As the user moves within the display #oundaries, the

correct perspective is displayed in real-time to achieve a fully immersive

e%perience.

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3. Paris 3D Saga

“;aris 3D Saga< is an educative and entertaining ourney in the history of 

;aris #eginning * centuries ago. /n the tour you can relive historical

moments li$e the =rench revolution and the construction of the 2our 8iffell.

Dassault Syst>mes releasing three ways to e%perience the ;aris 3D Saga? a

live event (if you have the chance to #e in ;aris tonight), an online 3D

e%perience, as well as an i;ad app.

4. Wii (Motio!sesor Cosole"

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2he 5ii is a home video game console released #y intendo. As a seventh-

generation console, the 5ii primarily competes with 0icrosoft4s 1#o% 3@

and Sony4s  ;layStation 3. intendo states that its console targets a #roader 

demographic than that of the two others. As of 0arch *&, the 5ii leads the

generation over the ;layStation 3 and 1#o% 3@ in worldwide sales, and in

Decem#er * #ro$e the record for #est-selling console in a single month in

the nited States.

A distinguishing feature of the console is its wireless  controller , the 5ii

Bemote,   which can #e used as a handheld  pointing device and detects

movement  in three dimensions. Another distinctive feature of the console is

5ii6onnect*C, which ena#les it to receive messages and updates over the

/nternet while in stand#y mode. 

2he 5ii is intendo4s fifth home console, the direct successor to the intendo

:ame6u#e, and a#le to play all official :ame6u#e games. intendo first

spo$e of the console at the *C 83 press conference and later unveiled the

system at the * 83. intendo 68 Satoru /wata revealed a prototype of 

the controller at the Septem#er * 2o$yo :ame Show. At  83 *@, the

console won the first of several awards.

#.$ Virtual Reality

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7irtual reality (7B) is a  computer-simulated environment, whether that

environment is a simulation of the real world or an imaginary world. 0ost

current virtual reality  environments  are primarily visual e%periences,

displayed either on a computer screen  or through special or stereoscopic

displays, #ut some simulations include additional sensory information, such as

sound through spea$ers or headphones. Some advanced, haptic systems now

include tactile information, generally $nown as force feed#ac$ , in medical and

gaming applications. sers can interact with a virtual environment or a virtual

artifact  (7A) either through the use of standard input devices such as a

$ey#oard  and mouse, or through multimodal devices such as a  wired glove,

the ;olhemus  #oom arm,   and omnidirectional treadmill.   2he simulated

environment can #e similar to the real world, for e%ample, simulations for 

 pilot or com#at training, or it can differ significantly from reality, as in 7B 

games. /n practice, it is currently very difficult to create a high-fidelity virtual

reality e%perience, due largely to technical limitations on processing power,

image resolution and communication #andwidth

%.$ &ologram

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Eolography is a techni+ue that allows the light scattered from an o#ect to #e

recorded and later reconstructed so that it appears as if the o#ect is in the

same position relative to the recording medium as it was when recorded. 2he

image changes as the position and orientation of the viewing system changes

in e%actly the same way as if the o#ect were still present, thus ma$ing therecorded image (hologram) appear three dimensional.

2he techni+ue of holography can also #e used to optically store, retrieve, and

 process information. 5hile holography is commonly used to display static 3-

D pictures, it is not yet possi#le to generate ar#itrary scenes #y a holographic

volumetric display.