Virtual reality (VR) has recently become a hot topic in the media industry. VR systems enable the user to navigate in real or virtual worlds. The dimensions of these worlds may range from 180° cylinders up to complete 360° spheres. Such systems require cameras that are able to capture these worlds and transmission systems, which enable users to view these worlds on their VR devices. Fraunhofer Heinrich-Hertz-Institute (HHI) has developed an interactive streaming system, which provides the highest quality and does not limit the image resolution either on the production or on the end device side. It consists of one or several omnidirectional cameras that can be placed in scenes such as sport stadiums, theaters, and fairs. In HHI's OmniCam360,...
Virtual reality (VR) is a technology created to able to interact with a computer-simulated environme...
International audienceFull immersion inside a Virtual Reality (VR) scene requires six Degrees of Fre...
International audienceFull immersion inside a Virtual Reality (VR) scene requires six Degrees of Fre...
Virtual Reality (VR) has recently become a hot topic in the media industry. VR systems enable the us...
Virtual reality (VR) is a computer generated simulation of a 3D environment. It artificially creates...
International audienceWith a £5 Google Cardboard and a cell phone, everyone can live a ...
The multimedia industry is constantly pushing to deliver more and more immersive experiences. Instea...
The multimedia industry is constantly pushing to deliver more and more immersive experiences. Instea...
The multimedia industry is constantly pushing to deliver more and more immersive experiences. Instea...
Virtual Reality (VR) as a technology has been growing at a rapid pace; with more resources being put...
Omnidirectional videos, also denoted as spherical videos or 360° videos, are videos with pixels reco...
Omnidirectional videos, also denoted as spherical videos or 360° videos, are videos with pixels reco...
Omnidirectional videos, also denoted as spherical videos or 360° videos, are videos with pixels reco...
Omnidirectional videos, also denoted as spherical videos or 360° videos, are videos with pixels reco...
Omnidirectional videos, also denoted as spherical videos or 360° videos, are videos with pixels reco...
Virtual reality (VR) is a technology created to able to interact with a computer-simulated environme...
International audienceFull immersion inside a Virtual Reality (VR) scene requires six Degrees of Fre...
International audienceFull immersion inside a Virtual Reality (VR) scene requires six Degrees of Fre...
Virtual Reality (VR) has recently become a hot topic in the media industry. VR systems enable the us...
Virtual reality (VR) is a computer generated simulation of a 3D environment. It artificially creates...
International audienceWith a £5 Google Cardboard and a cell phone, everyone can live a ...
The multimedia industry is constantly pushing to deliver more and more immersive experiences. Instea...
The multimedia industry is constantly pushing to deliver more and more immersive experiences. Instea...
The multimedia industry is constantly pushing to deliver more and more immersive experiences. Instea...
Virtual Reality (VR) as a technology has been growing at a rapid pace; with more resources being put...
Omnidirectional videos, also denoted as spherical videos or 360° videos, are videos with pixels reco...
Omnidirectional videos, also denoted as spherical videos or 360° videos, are videos with pixels reco...
Omnidirectional videos, also denoted as spherical videos or 360° videos, are videos with pixels reco...
Omnidirectional videos, also denoted as spherical videos or 360° videos, are videos with pixels reco...
Omnidirectional videos, also denoted as spherical videos or 360° videos, are videos with pixels reco...
Virtual reality (VR) is a technology created to able to interact with a computer-simulated environme...
International audienceFull immersion inside a Virtual Reality (VR) scene requires six Degrees of Fre...
International audienceFull immersion inside a Virtual Reality (VR) scene requires six Degrees of Fre...