All VR articles – Page 2
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Daily News
Class act for live AR and XR production
A streamlined, highly responsive, real-time broadcast graphics system from Italian CG software house ClassX is grabbing attention in Hall 7.
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Daily News
IBC2022 Technical Papers Programme to address real world issues
The Technical Papers Programme returns to IBC with original, novel research being presented as part of the 2022 Conference Programme.
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Industry Trends
IBC2022 Accelerators: Previous success stories
With the IBC2022 Accelerator Programme underway, we look back at some of the previous projects and how they’ve impacted media workflows.
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Industry Trends
How Qualcomm is targeting the mobile metaverse
Qualcomm, the world’s biggest supplier of chips for smartphones, is the latest company to make a play for the metaverse.
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Video
Tech Expert: Inside VR
Video: In this week’s Tech Expert, BAFTA Immersive Advisory Group chair Sol Rogers looks at virtual reality, augmented reality, mixed reality and beyond.
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Industry Trends
SMPTE announces dates for ETCA conference
Next month’s Entertainment Technology in the Connected Age (ETCA) conference, titled ’Redefining the Entertainment Experience’ will be held in Silicon Valley
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Industry Trends
Haivision launches dual 4K live streaming of VR 360 content
Haivision, Intel and Nokia joined forces in a collaborative demonstration of a live VR workflow complete with the 4K 3D 360 OZO camera, OZO Live for real-time stereoscopic 360 stitching and advanced streaming format playback powered by the OZO Player SDK.
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Industry Trends
VR Industry Forum shows work at NAB 2017
Following its launch at CES in January this year, the Virtual Reality Industry Forum (VRIF) held an open meeting at NAB 2017 to share its work on attempts to speed up the adoption of VR.
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Industry Trends
A guide to 360-degree cameras
Producing virtual reality content for any of the many VR headsets now available is no longer a concept confined to gaming or the IBC Future Zone.
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Industry Trends
Is virtual reality for real?
Projections for virtual reality hardware are extraordinarily positive, with findings from UK-based Business Insider Intelligence suggesting in excess of five-fold growth over the the next five years.
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Executive Interviews
Spencer Stephens: Asking VR questions
Although exciting, we don’t have the vocabulary for talking about VR, yet we must ensure it works across multiple devices and delivers what consumers expect.
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Thought Leadership
OB sports coverage leading way in VR/AR
Douglas Sheer, CEO, D.I.S. Consulting Corporation said while the virtual and augmented reality trend has been generating increasing interest among consumers it remains in the early stages as far as producers and broadcasters are concerned.
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Executive Interviews
Jim Chabin: Can VR satisfy the next media generation?
VR and AR are the next monitisation model for media companies – but we must listen to what viewers want and how they wish to interact with content for it to be more than a gimmick.
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Thought Leadership
What place does virtual reality have in broadcast?
Virtual reality (VR) is a hot topic across the media industry and is already beginning to find traction in areas such as sports broadcasting, says Stan Moote.
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Technical Papers
Interactive streaming of panoramas and VR worlds
In recent years, patterns of media consumption have been changing rapidly.
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Technical Papers
A workflow for next generation immersive content
Virtual Reality (VR), Video, and Video games are converging. Movies and games are getting closer, sharing techniques and contents.
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Technical Papers
The art of 3-Dimensional content creation
It is only through the use of screen technologies recently developed for smartphones that VR headsets have become a potential mainstream consumer product.
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Technical Papers
VR ecosystem for live distribution
VR represents an entirely new way for consumers to experience video. No longer is the TV viewer or game player a passive participant in the action; VR video simulates the experience of entering the video content itself, with the ability to see a full 360 degrees in any direction.
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Technical Papers
Directing attention in 360-degree video
360° video is a special case of virtual reality (VR) in which the audience views a sphere (or near-sphere) of video centred on a single position.
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