360 Video
360 film, also known as 360-degree video or spherical video, is a type of video that allows the viewer to see the entire surroundings in all directions, including up and down. This is achieved by using multiple cameras or lenses to capture video from every direction, and then stitching the footage together into a single, spherical video. 360 films are often viewed using a VR headset or other specialized equipment, which allows the viewer to look around the virtual environment by moving their head or body. 360 films are commonly used in immersive storytelling, gaming, and other applications that require a high degree of immersion and interactivity.
3D Sound
3D sound, also known as spatial sound or surround sound, is a technology that creates the illusion of sound coming from specific locations in three-dimensional space. This allows listeners to experience sound as if it were coming from different directions and distances, giving the impression of being in the same physical space as the sound.
3D sound is typically created using a combination of multiple audio channels and special processing techniques. For example, a 5.1 surround sound system uses five separate audio channels to create the illusion of sound coming from different directions. These channels are typically placed at different locations around the listener, such as in front, behind, above, and below.
3D sound is used in a variety of contexts, including in movies, video games, and live performances. It can enhance the immersive experience of these mediums by creating a more realistic and lifelike soundscape. 3D sound is also used in virtual reality (VR) experiences, where it can help to create a more immersive and engaging environment for the user.
A – Agency
In the context of virtual reality (VR), agency refers to the ability of a user to control and interact with a VR environment in a meaningful way. This can include the ability to move around within the virtual space, manipulate virtual objects, and make choices that affect the outcome of the VR experience. Agency is an important aspect of VR because it allows users to feel more immersed and engaged in the virtual world, and can also make the VR experience more challenging and rewarding. Some VR applications, such as games, are designed to give users a high degree of agency, while others may focus more on passive viewing and exploration.
A – Augmented Reality
Augmented reality (AR) is a technology that superimposes digital information and virtual objects on the real world, in real-time. This allows users to see and interact with digital content in a way that feels natural and intuitive. For example, an AR app might use a smartphone’s camera to display a 3D model of a building over the actual building, or show virtual arrows overlaid on the road to guide a driver to a destination.
Augmented reality (AR) is a technology that superimposes digital information and virtual objects on the real world, in real-time. Like virtual reality (VR), the concept of AR has been around for many centuries, with early philosophical and literary references to the idea of enhancing the real world with additional information or layers of meaning. However, the development of practical AR technologies began in the 1960s and 1970s, with the advent of computer graphics and other technologies that could create and display 3D images. Early AR systems used specialized hardware, such as head-mounted displays and motion tracking sensors, to create interactive and immersive experiences for users. These early AR systems were often limited in their capabilities and not widely available, but they laid the groundwork for the development of more sophisticated AR technologies in the following decades. In the 1990s and 2000s, advances in mobile computing and display technology, as well as the rise of smartphone apps, led to the emergence of more user-friendly and affordable AR systems, such as the popular AR game Pokemon Go. Today, AR is used in a variety of applications, from entertainment and gaming to education and training.
A – Avatar
In the context of the metaverse, an avatar is a digital representation of a user in a virtual environment. The metaverse is a collective virtual shared space, created by the convergence of the physical and digital worlds. It is a concept often associated with science fiction and virtual reality, and refers to a collective virtual reality where people can interact with each other and with virtual objects in a seamless and immersive way. An avatar in the metaverse is a way for a user to physically “enter” this virtual space and interact with others in a more intuitive and natural way.
B – Binaural Sound
Binaural sound is a technique for creating three-dimensional audio using two microphones, typically placed at the left and right ear of a dummy head. This allows the microphones to capture sound as it would be heard by a human listener, including the direction, distance, and reflections of the sound.
When played back through headphones, binaural audio creates the illusion of being in the same physical space as the sound, allowing the listener to experience sound as if they were actually present in the recording environment. This can create a more immersive and lifelike listening experience.
Binaural sound is commonly used in virtual reality (VR) experiences, where it can help to create a more immersive and engaging environment for the user. It is also used in recordings of live performances, such as concerts and theater productions, to create a more immersive listening experience for the audience.
E – Embodiment
Embodiment, in the context of virtual reality (VR), refers to the experience of feeling as if one’s consciousness is occupying a virtual body within a virtual environment. This can include the sensation of having a virtual hand or arm that can be seen and manipulated in the VR space, or the feeling of having a virtual head and body that can move and interact with the environment. Embodiment in VR can enhance the feeling of presence and immersion, allowing users to feel more connected to the virtual world and their virtual selves. It can also enable new types of interactions and experiences, such as the ability to feel virtual objects or sensations.
E – Experiential Design
Experiential design is a design approach that focuses on creating engaging and immersive experiences for users. This can include the design of physical spaces, such as museums, theme parks, and retail stores, as well as digital experiences, such as virtual reality (VR) environments and interactive websites. Experiential design often involves a multidisciplinary approach that combines elements of architecture, industrial design, graphic design, and user experience design, among others. The goal of experiential design is to create environments and experiences that are not just functional or aesthetically pleasing, but also emotionally and cognitively engaging for the user.
E – Extended Reality
Extended reality (XR) is an umbrella term that refers to a range of technologies that create immersive and interactive digital experiences. This includes virtual reality (VR), which creates fully digital environments that users can explore and interact with; augmented reality (AR), which overlays digital information and objects on the real world; and mixed reality (MR), which combines elements of both VR and AR to create hybrid digital-physical environments. XR technologies are often used in gaming, entertainment, education, and other applications that require a high level of immersion and interactivity.
I – Immersive
The term immersive refers to an experience that fully surrounds and engages a person’s senses and attention. In the context of technology, immersive experiences often involve virtual or augmented reality, which use specialized equipment to create a feeling of being present in a digital environment. An immersive experience can also refer to other forms of media, such as a movie or game, that is designed to fully engage the audience and create a sense of immersion.
I – Immersive Theater
Immersive theater, also known as site-specific or participatory theater, is a type of live performance that aims to fully engage and immerse the audience in the story and setting of the play. This can be achieved through a variety of techniques, such as using unconventional or interactive stage designs, involving the audience in the action of the play, and creating a sense of immersion through sensory and environmental elements such as sound, lighting, and special effects. Immersive theater often seeks to blur the boundaries between the stage and the audience, and to create a more personal and interactive experience for the audience.
I – Interactive
In the context of extended reality (XR), interactive refers to the ability of users to actively engage with and influence a digital environment in real-time. XR technologies, such as virtual reality (VR) and augmented reality (AR), often enable interactive experiences by allowing users to see, hear, and sometimes even touch and manipulate virtual objects using specialized equipment such as headsets and controllers. Interactive XR experiences can range from simple games and simulations to more complex applications such as training simulations and collaborative virtual workspaces. The level of interactivity in an XR experience can greatly impact the user’s sense of presence and immersion.
L – Lidar
Lidar, short for light detection and ranging, is a remote sensing technology that uses laser pulses to measure the distance and other properties of objects or surfaces. Lidar systems typically consist of a laser, a scanner, and a specialized sensor that can detect the reflected laser pulses and calculate the distance and other attributes of the objects being measured. Lidar can be used to create highly accurate 3D maps of the environment, and is often used in applications such as autonomous vehicles, robotics, and surveying. Lidar data can be visualized using specialized software and hardware, such as VR headsets, and can be used to create more realistic and immersive virtual environments.
L – Live Theater
Live theater, also known as stage theater or theater performance, is a form of performing arts in which actors and performers present scripted or improvised works in front of a live audience. Live theater can take many different forms, from traditional plays and musicals to more experimental and immersive forms of performance. Live theater often relies on a combination of acting, singing, dancing, and other creative elements, such as lighting, sound, and set design, to tell a story and engage the audience. Live theater performances can be experienced in a variety of venues, from traditional theaters and auditoriums to more unconventional spaces such as outdoor arenas, warehouses, and even public streets.
L – Location-based Entertainment (LBE)
LBE stands for “location-based entertainment,” and it refers to entertainment experiences that are designed to be enjoyed in a specific location. In the context of virtual reality (VR), this often refers to VR experiences that are set up in dedicated locations such as arcades or theme parks, where customers can visit and try out VR games and other interactive experiences. LBE VR experiences often use specialized equipment, such as VR headsets and motion-tracking sensors, to create a more immersive and interactive experience than what is possible at home.
M – Metaverse
The metaverse is a term that is used to describe a collective virtual shared space, created by the convergence of the physical and digital worlds. The term was first coined in Neal Stephenson’s 1992 novel Snow Crash, in which the metaverse is depicted as a vast and complex virtual world that is inhabited by both real people and avatars.
The concept of the metaverse has become increasingly relevant in recent years, as the development of virtual reality (VR) and other technologies has made it possible to create immersive and interactive virtual environments. The metaverse is seen as a potential future evolution of the internet, in which users will be able to interact and communicate with each other in a virtual world that is seamlessly integrated with the real world.
Some of the key features of the metaverse include:
- A shared virtual space: The metaverse is a virtual world that is accessed and shared by multiple users.
- Real-time interactivity: Users are able to interact with each other and with the virtual environment in real time, creating a sense of presence and immersion.
- Integration with the physical world: The metaverse is integrated with the real world, and users can move seamlessly between the virtual and physical realms.
- A platform for creation and innovation: The metaverse is a platform for innovation and creativity, and allows users to create and share their own virtual content.
The concept of the metaverse is still evolving, and there are many different visions of what the metaverse might look like
M – Motion Sickness
Motion sickness is a condition that can occur when there is a mismatch between the visual and vestibular systems in the body. In the context of virtual reality (VR), this can happen when the brain receives conflicting signals about the body’s movement and position. For example, if a person is sitting in a stationary chair but using a VR headset to experience the sensation of moving through a virtual environment, their eyes may see the movement but their inner ear will not feel it. This can cause symptoms such as dizziness, nausea, and disorientation.
P – Photogrammetry
Photogrammetry is a technique used to measure and interpret the geometry of an object or scene from photographs. It is a way of using two-dimensional images to create three-dimensional models or measurements of an object or environment. Photogrammetry is commonly used in fields such as geography, topography, architecture, and engineering, as well as in industries such as film and video game production. It involves the use of specialized software and algorithms to analyze the images and extract information about the shape, size, and position of objects in the scene.
P – Point-Cloud
Point cloud imagery is a type of 3D imagery that represents the external surface of an object or environment as a collection of individual points, rather than as a solid surface or mesh. Each point in a point cloud is defined by its position in three-dimensional space, as well as its color and other attributes, such as surface normals and texture coordinates. Point cloud imagery is commonly used in computer vision, robotics, and other applications that require the ability to accurately capture and represent the shape and appearance of real-world objects and environments. Point cloud imagery can be visualized using specialized software and hardware, such as VR headsets, and can be used to create more realistic and immersive virtual environments.
S – Spatial Computing
Spatial computing is a term used to describe the use of computer technology to create immersive and interactive environments. This can include the use of augmented reality (AR), virtual reality (VR), and mixed reality (MR) technologies, as well as other advanced computing techniques, to create environments that allow users to interact with digital information in a more natural and intuitive way. The goal of spatial computing is to create a seamless and intuitive interface between the physical and digital worlds, enabling users to interact with digital information in a way that feels natural and intuitive.
S -Standalone
A standalone headset is a type of virtual reality (VR) headset that does not require a separate computer or smartphone to operate. Instead, these headsets have all the necessary hardware and software built-in, allowing users to simply put on the headset and start using VR applications without any additional setup. Standalone headsets are often more portable and convenient than tethered VR headsets, which need to be connected to a powerful computer or console in order to run. However, standalone headsets may also have less processing power and a more limited selection of VR applications compared to tethered headsets.
S – Stereoscopy
Stereoscopy, also known as stereoscopic imaging, is a technique that creates the illusion of three-dimensional depth in a two-dimensional image. This is achieved by presenting slightly different images to the left and right eyes, so that the brain can combine the two images and perceive them as a single 3D image. Stereoscopy can be used in a variety of applications, including photography, film, and virtual reality (VR), to create more immersive and engaging experiences for the viewer. Stereoscopic images can be viewed using specialized equipment such as 3D glasses or VR headsets, which allow the left and right eyes to see the appropriate images.
The concept of stereoscopy, or creating the illusion of three-dimensional depth in a two-dimensional image, has been around for many centuries. Early examples of stereoscopy include the use of stereoscopic images in art and entertainment, such as the stereoscope, a 19th-century device that used mirrors and lenses to create the illusion of 3D depth. The development of practical stereoscopy technologies, such as cameras, displays, and viewing equipment, began in the 19th and early 20th centuries, with the advent of photography and other imaging technologies. In the mid-20th century, advances in computing and display technology led to the development of more sophisticated and user-friendly stereoscopic equipment, such as 3D glasses and VR headsets. Today, stereoscopy is used in a wide range of applications, from entertainment and gaming to medicine and engineering.
The first known practical stereoscopy hardware was the stereoscope, a 19th-century device that used mirrors and lenses to create the illusion of 3D depth from a pair of slightly different two-dimensional images. The stereoscope was invented by Sir Charles Wheatstone in 1838, and quickly became popular as a means of viewing 3D images for entertainment and education. The stereoscope was followed by other stereoscopy devices, such as the View-Master, a handheld device that used reels of stereoscopic images to create the illusion of 3D. These early stereoscopy devices laid the groundwork for the development of more advanced and user-friendly stereoscopic equipment, such as 3D glasses and VR headsets.
Some examples of early stereoscopy glasses include the Wheatstone stereoscope (1838), the Holmes stereoscope (1861), the Brewster stereoscope (1849), the Anaglyph stereoscope (1853), and the Stereopticon (1862). These early stereoscopy glasses were often bulky and uncomfortable to wear, and required the user to hold the glasses in front of their eyes in order to view the stereoscopic images. Despite their limitations, these early stereoscopy glasses paved the way for the development of more advanced and user-friendly stereoscopy equipment, such as 3D glasses and VR headsets.
V – Virtual Production
Virtual production is the use of digital technologies and virtual environments to create, capture, and manipulate visual media such as film, television, and video games. This can include the use of virtual reality (VR) and augmented reality (AR) technologies to create and explore digital sets and locations, as well as the use of motion capture and other techniques to record and animate digital characters and objects. Virtual production allows filmmakers, game developers, and other content creators to more easily and efficiently create and manipulate complex and realistic visual environments, and can also enable new forms of storytelling and audience engagement.
There are many examples of projects that have used virtual production techniques, including feature films, television shows, and video games. Some notable examples include:
- The Lion King (2019): This Disney live-action remake used virtual production techniques to create the film’s animal characters and natural environments, including photorealistic 3D animals and digitally-created landscapes.
- The Mandalorian (2019): The popular Star Wars television series used virtual production techniques to create the show’s settings and characters, including the use of motion capture and virtual sets to create the show’s alien environments and creatures.
- Assassin’s Creed Valhalla (2020): This video game used virtual production techniques to create the game’s open-world environments, including the use of motion capture to animate the game’s characters and the use of virtual cameras to capture in-game footage.
- Avengers: Endgame (2019): This blockbuster Marvel movie used virtual production techniques to create and manipulate the film’s massive action sequences and special effects, including the use of virtual cameras and digital environments to create the film’s epic battles.
Virtual production often involves the use of a wide range of digital technologies, including virtual reality (VR), augmented reality (AR), motion capture, and 3D modeling. Some specific examples of technology that are often used in virtual production include:
- VR headsets and controllers: These allow filmmakers and other content creators to explore and manipulate virtual environments in real-time, and to see how their digital creations will look from different perspectives.
- Motion capture suits and cameras: These allow actors and other performers to be recorded and animated in real-time, so that their movements and expressions can be incorporated into the virtual environment.
- 3D modeling and animation software: These allow artists and designers to create and manipulate digital objects and characters, including the ability to texture and shade these objects to make them look more realistic.
- Virtual cameras and lighting: These allow filmmakers and other content creators to control the virtual camera and lighting in a digital environment, in order to create the desired composition and mood for each shot.
- Real-time rendering engines: These allow digital environments and characters to be rendered and displayed in real-time, so that filmmakers and other content creators can see and interact with their creations as they are being made.
V – Virtual Reality
Virtual reality (VR) is a technology that allows users to experience a computer-generated, three-dimensional environment that appears to be real. VR is typically achieved using a headset or other device that is worn over the eyes, and that displays images and sounds that are synchronized with the user’s movements. The user is able to move around within the virtual environment and interact with it, creating a feeling of immersion and presence.
VR has a wide range of applications, including gaming, education, training, and therapy. It is also used in a variety of other fields, such as entertainment, architecture, and design. VR technology is constantly evolving, and new applications and uses are being developed all the time. Overall, VR is a powerful tool for creating immersive and interactive experiences, and has the potential to revolutionize a wide range of industries.
The concept of virtual reality (VR) has been around for many centuries, with early philosophical and literary references to the idea of creating artificial worlds or experiences. However, the development of practical VR technologies began in the 1950s and 1960s, with the advent of computers and other technologies that could create and display realistic 3D images. Early VR systems used a combination of computer graphics, specialized displays, and sensors to create immersive and interactive experiences for users. These early VR systems were often limited in their capabilities and not widely available, but they laid the groundwork for the development of more sophisticated VR technologies in the following decades. In the 1990s and 2000s, advances in computing power, display technology, and user interface design led to the emergence of more user-friendly and affordable VR systems, such as the Oculus Rift and the HTC Vive. Today, VR is used in a variety of applications, from gaming and entertainment to training and education.
Some examples of early VR headsets include the Sword of Damocles (1968), the Aspen Movie Map (1978), the EyePhone (1987), the Virtuality headset (1991), and the iGlasses (1995). These early VR headsets were often bulky and expensive, and often required specialized computers or other hardware to operate. They were also limited in their capabilities, often only providing simple 3D graphics and limited user interaction. Despite these limitations, these early VR headsets were important milestones in the development of VR technology, and laid the groundwork for the more advanced and user-friendly VR headsets that are available today.