'In virtual reality (VR) applications, the contents are usually generated by creating a 360° Video panorama' (Lee et al, 2017). The participant is in a fixed position and can pivot in space to see action on all sides.
'Virtual reality is an ensemble of visuals, sounds and other sensations, that replicate a real environment, or create an imaginary one. A person using Virtual Reality equipment like a VR headset is able to 'look around' the virtual world and sometimes interact with it' (Tricart, 2017)
Tricart argues that 360 and VR are also not the same thing, defining that 'we use the term 'VR' when the content is watched in a VR headset, and '360 video' when its watched on a flat screen using a VR player' (2017). This means that something can be both 360 and VR, but it is dependent on the software and platforms used to watch it. It is argued that VR requires the participant to take on a more active role, and they are more wholly immersed.
VR platforms include (but are not limited to):
-Oculus
-Steam
-Samsung gear VR
360 platforms include (but are not limited to
-Youtube
-Facebook
-Vimeo
Volumetric video captures 3D spaces, and requires the creator to use the relevant motion capture software's. It allows the participant to move beyond the restrictions of a fixed point as in 360/ VR, and move around in space. Action is still seen on all sides, but volumetric capture also adds depth. This creates an increasingly more immersive environment, particularly when combined with binaural sound.
'Virtual reality is an ensemble of visuals, sounds and other sensations, that replicate a real environment, or create an imaginary one. A person using Virtual Reality equipment like a VR headset is able to 'look around' the virtual world and sometimes interact with it' (Tricart, 2017)
Tricart argues that 360 and VR are also not the same thing, defining that 'we use the term 'VR' when the content is watched in a VR headset, and '360 video' when its watched on a flat screen using a VR player' (2017). This means that something can be both 360 and VR, but it is dependent on the software and platforms used to watch it. It is argued that VR requires the participant to take on a more active role, and they are more wholly immersed.
VR platforms include (but are not limited to):
-Oculus
-Steam
-Samsung gear VR
360 platforms include (but are not limited to
-Youtube
-Vimeo
Volumetric video captures 3D spaces, and requires the creator to use the relevant motion capture software's. It allows the participant to move beyond the restrictions of a fixed point as in 360/ VR, and move around in space. Action is still seen on all sides, but volumetric capture also adds depth. This creates an increasingly more immersive environment, particularly when combined with binaural sound.
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