Category Archives: Virtual Reality 360

RagingWire Data Centers provides a VR 3D tour of their data center

This is not a stereoscopic 3D tour but more of a high resolution VR tour that uses wide angle, detailed imagery that you can move around and look around within, to give a sense of 3D.

This is a good example of interactive VR tech used for a tour – this same concept could be applied to any building, property – or facilities such as museums.

Source: CA3 Data Center – Virtual Reality | RagingWire Data Centers

Near Sighted VR Augmented aids the legally blind

This is a tremendously important application for those with central vision loss, potentially enabling them to see details again through augmented reality viewing:

“Are you legally blind or do you have low vision? Then Near Sighted VR might be right for you!”

Source: Near Sighted VR Augmented Aid 2.0 | Indiegogo

Watch this video to see what this is about. Keep in mind that 25% of those over 65 suffer some degree of macular degeneration and a technology like this can help them live a fuller life!

VR 360 and VR 3D are very cool

While I created QuicktimeVR 360 still images that could be viewed online, more than a decade ago, and while I was shooting 3D video many years ago, I was a bit slow to play with VR.

What changed my mine was watching a VR 360 video from inside an aerobatic aircraft formation flight. Since I used to pilot light aircraft, I know what I want to be looking at when I am in a plane, and its usually not where the camera operator had the camera pointed! With VR 360, turns, climbs, dives, aerobatics feels natural, because I, as the viewer, can look where I need to be looking to see what I need to see. Watching one particular aerobatic video instantly convinced me that VR 360 has a future – when used properly. Of course, much of what is available to watch in VR 360 now is gimmicky – and we need much more content where VR 360 has a purpose, other than to illustrate itself!

VR 3D – that is, watching stereoscopic 3D in a VR headset is also a different experience than watching it on a 3D monitor, 3D TV or large movie theater screen. I noticed that a “walking shot” in VR 3D was sufficient to introduce a bit of vertigo (which is funny because I shot it, stabilized and I knew what was coming next!)

On Youtube, the 3D videos that have the most views are often those that display “3D extreme” as the call it, meaning they have many shots that project images in front of the screen. This is an example of a 3D gimmick, albeit, one that is popular with those watching 3D on Youtube.

I suspect this same crowd will – seriously – like extreme VR 3D – like my walking shots – that give a bit of vertigo. Kind of like being on drugs, I suppose!

On a more serious note, I have been giving thought to using both VR 360 and VR 3D perhaps in online tutorials. With VR 360, we could have several screens and the speaker all visible at the same time – just turn your head to look at the screen, or perhaps a physical mockup or the instructor. Let the student access the format that works best for the student – just by turning one’s head.

Back to reality, VR right now is in a very early infancy. Smart phones with “cardboard” style viewers work to introduce the concepts and capabilities. But the image quality is generally not yet quite good enough – splitting a 1920 x 1080 screen into two separate eye views means resolution less than 960 x 1080, and in reality, even less than that.

Smart phone batteries do not last long when used in these viewers and there are obstacles to keeping phones charged and powered while watching in VR.

Most (but not all) VR viewers lack a diopter or focusing adjustment; most (but not all) lack an interpupil distance adjustment. Most (but not all) VR viewers are unable to be used by those who must, at times, wear prescription corrective eye glasses.

These are not VR killers – they are mere obstacles that need to be overcome, and should be overcome in the next year, we presume!

Snapchat to introduce “3D” feature (but is it 3D?)

As part of another movie promotion:

Screen Gems is partnering with Snapchat again on a 3D lens for its upcoming fifthquel Underworld: Blood Wars.

Source: ‘Underworld: Blood Wars’ Tie-In: Screen Gems & Snapchat Reteam | Deadline

From the various news reports, it sounds like its a 360 degree view. As you rotate your phone about, you see the full 360 degree panorama (or may be sphere). It does not sound like it is 3D at all.

PEOPLE Magazine’s Nov 30th issue includes a cardboard VR viewer

The free cardboard viewer is part of a movie promotion.

Pick up a copy of PEOPLE’s special issue, Star Wars: The Secrets of Rogue One, on newsstands Nov. 30. Inside the issue, you’ll find PEOPLE’s virtual-reality viewer, with instructions included.

Source: Rogue One: How to Assemble Your PEOPLE VR Viewer

4K/3D/120 fps theater experience, plus IMAX working on VR headsets for theaters

Source: Getting Real: Virtual Reality experiences eye the movie theatre environment | Film Journal International

Director Ang Lee is experimenting, and presenting, a 3D 4K 120 fps motion picture, but that version only shows in 5 cities, globally.

Elsewhere, IMAX is working on “theater-based VR”. The latter may begin with short (less than 15 minute) VR experiences in “IMAX VR Centres” located within theater complexes as a separate VR area – but initially as a marketing and technology experiment.

The article notes that for now, a lot of “gee whiz, I’ve got to see this VR thing” is driving interest. But eventually, VR-based content needs to deliver compelling content in the form of stories.

#AR Augmented Reality tech improved learning outcomes in educational setting

The results showed that AR-technology experience was beneficial especially for the pupils, who otherwise belong to the lowest achieving school success group. They were reaching up the gap with other students while learning science. On the other hand, the students with the high-performance school success gained more challenge and quality for the learning outcomes. Augmented Reality (AR) differs from Virtual reality (VR): VR is totally virtual and illusion, but AR creates mixed reality by adding visual elements into real, physical environment around us. This research group from the University of Helsinki has been doing research related to informal learning and Augmented Reality for more than a decade now. Now, only after the Pokémon phenomenon this AR-technolgoy has become known by wider audiences. However, many experts don’t consider the Pokémon technology as AR-solution, but as the recent Scientific American calls it as “location-based entertainment.”

Source: Augmented reality advances learning especially in informal science education context — ScienceDaily

Could the “Hawthorne Effect” been at work here? In other words, did the act of participating in the experiment influence the children? The press release does not say if this was considered in the experiment.

#VR system used to assist in diagnosis of multiple sclerosis and Parkinson’s

Parkinson's disease patient showing a flexed w...
Parkinson’s disease patient showing a flexed walking posture pictured in 1892. Photo appeared in Nouvelle Iconographie de la Salpètrière, vol. 5. (Photo credit: Wikipedia)

Scientists are developing an early diagnosis system for neurodegenerative disorders. The system is intended to such diseases as multiple sclerosis, Parkinson’s disease and others. The diagnosis system is based on virtual reality (VR) – a person is immersed in a virtual environment to carry out some functional tests. Researchers vary the parameters of the virtual environment and record changes in the person’s movements.

Source: Virtually reality simplifies early diagnosis of multiple sclerosis and Parkinson’s disease — ScienceDaily

“Hybrid Virtual Environment 3D”


A researcher compared the virtual reality experience with two different systems: the one with VR headsets versus one with an immersive projection system using a concave-spherical screen, developed by his research team and called Hybrid Virtual Environment 3D (Hyve-3D). He immersed 20 subjects whom preferred the virtual reality without headsets, because they could interact with other viewers and share their impressions in real time.

Source: Virtual reality: Hybrid Virtual Environment 3D comes to the cinema — ScienceDaily