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7/18/2019 Immersive Multimedia madafaka
http://slidepdf.com/reader/full/immersive-multimedia-madafaka 1/6
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.