Essays about: "Cinematic virtual reality"

Showing result 1 - 5 of 7 essays containing the words Cinematic virtual reality.

  1. 1. Embodied Avatars in Cinematic Virtual Reality : Effects on Presence, Social Presence, and Spatial Referencing.

    University essay from KTH/Skolan för elektroteknik och datavetenskap (EECS)

    Author : Alfred Berg; [2022]
    Keywords : Cinematic virtual reality; embodied avatars; social presence; presence; nonverbal social cues; head-mounted displays.;

    Abstract : The increasing availability of modern head-mounted displays have spurred interest in social virtual reality (VR) applications, but their immersion-inducing features limit the use of important nonverbal social cues in multiuser contexts. Embodied avatars have proven useful in increasing the social affordances of real-time rendered VR applications but remain underexplored in cinematic virtual reality (CVR). READ MORE

  2. 2. Virtual reality in tourism. Opportunity or pitfall? : Explorative case study of a place-based virtual reality experience of Mariebergsskogen

    University essay from Karlstads universitet/Institutionen för geografi, medier och kommunikation (from 2013)

    Author : Barbara Kubitzek; [2021]
    Keywords : Virtual reality tourism; virtual reality; co-creation; geomedia; place-based virtual reality experiences; place marketing; Region Värmland; Karlstad Municipality; Mariebergsskogen; experience design; interaction design; storytelling; cultural heritage; covid-19; pandemic; communication; Sweden; case-study; film; 360°; Lefebvre; digital experiences; destination marketing; VR film; cinematic virtual reality; metaverse; UX; UI; Skansen; Sweden; Visit Sweden; Visit Värmland; design processes; Oculus Quest; Google cardboard; NFT; methodological model; PDU; innovation; marketing; Virtuelle Realität; Tourismus; Marketing; Schweden; Geomedia; Experience Design; Kommunikation; Covid-19; Pandemie; Fallstudie; Sinne; Kultur; Park; Umwelt; Virtuell Verklighet; turism; Karlstad Kommun; Region Värmland; Kommunikation; pandemi; kulturellt arv; plats; berättelse;

    Abstract : To what extent can virtual reality be used to induce real-life tourism? This question becomes even more relevant in these covid-19 times. However, research on virtual reality concerning tourism has not engaged substantively with this question yet and thus this study seeks to address this question. READ MORE

  3. 3. Automatically Identify and Create a Highlight Cinematic in a Virtual Reality Action Game

    University essay from KTH/Skolan för elektroteknik och datavetenskap (EECS)

    Author : Kristoffer Almroth; [2021]
    Keywords : cinematic replay; highlight detection; virtual cinematography; video game;

    Abstract : Users sharing their experiences on social media and streaming sites becomes increasingly important for marketing games. Virtual reality has the added challenge that the head movement is sometimes too erratic to capture and present on a flat screen. READ MORE

  4. 4. Extended Experiences : Film and Performance Practices in VR/AR

    University essay from Stockholms konstnärliga högskola/Institutionen för film och media

    Author : Aliki Tsakoumi; [2020]
    Keywords : Virtual Reality; cinematic VR; interactive VR; Augmented Reality; performance; film; storytelling; cross-media; cross-fertilisation; artistic process;

    Abstract : This is a fascinating time of digital media and new technologies. They offer immersion and interaction and they challenge us, as creators, to work in alternative ways, create more space for the audience and develop our ideas across media while staying true to our artistic principles. READ MORE

  5. 5. Navigational aid to points of interests outside the field of view in virtual environments

    University essay from Luleå tekniska universitet/Institutionen för system- och rymdteknik

    Author : Kasra Akbarzadeh; [2019]
    Keywords : ;

    Abstract : Advances in Virtual reality have brought opportunities for cinematic content to the users by allowing them to look around freely in any arbitrary direction and to interact as they please. This, however, imposes difficulties to the content creators as the freedom given to the audience results in less control over the user. READ MORE