Présentation Sans Titre - Mohamed Marouene

FPE: First Person Emotion At the IVRPA Tokyo 2018 Conference Mohamed Marouene from SoWhen? will talk about how he used First Person Point of View to generate the emotion needed for their prevention campaign for the SNCF. at the IVRPA Tokyo 2018 Conference. He will discuss the challenges encountered: ∙ Creating the ExOZO their exoskeleton for… Read More

Featured Image (cover) - Nick Ivanov

Capturing 360° video from Drone Platforms – Workshop At the IVRPA Tokyo 2018 Conference, Nick Ivanov from Advanced Visuals Inc. will present a workshop and share some of his experience capturing and processing 360° video footage from drone platforms, including small UAVs that carry only conventional cameras. http://advancedvisuals.com/

From Description to Communication: Enhancing Interactivity in Virtual Reality Imaging Luca-Nicolò Vascon & Chiara Masiero Sgrinzatt will discuss using 360° highly interactive content to tell amazing stories, introduce users to immersive experiences, and involve them in the narrative through a path of discovery at the IVRPA Tokyo 2018 Conference. Four examples of enhanced interaction, four… Read More

Sonic VR: Regaining Ground for Sound in a Visually Driven Space In the race to create great VR, sound is often an afterthought. This is set to change as new spatialization tools are becoming widely accessible and VR platforms can increasingly support new 360 audio formats. This talk by Joel Douek from EccoVR at the… Read More

Designing and Creating Spatial Audio for 360º Videos This workshop by ECCO VR co-founder Joel Douek at the IVRPA Tokyo 2018 Conference will highlight the role and value of immersive audio in Virtual Reality and key workflows to achieve best-in-class experiences. It will introduce tools that are free or cheap for low budget creators as… Read More

Virtual Field Trips Using 360° Adaptive Non-Linear Interactive Environments The team at Arizona State University has been researching and developing non-linear, adaptive, and interactive experiences for education using a variety of 360° content for the past several years. During this talk at the IVRPA Tokyo 2018 conference by Geoffrey Bruce, the lead developer on the… Read More

The Making of “as it is”: A Grand Canyon VR Documentary 360 Labs co-founder Thomas Hayden and editor/producer Rachel Bracker discuss the journey behind the making of “as it is,” a virtual reality documentary about grassroots activists working to save the Grand Canyon from a controversial development proposal. Their talk will explore the challenges of… Read More

Ivrpa-vienna-2017-live

Below is the archived live video stream from the IVRPA Vienna 2017 360° VR Photography & 360° Video Conference, these are temporary links and all presentations will be posted separately with higher quality when final videos are ready full conference schedule is here – https://ivrpa.org/event/vienna-2017/program/

03 Sphere

Virtual Reality HDR Pipeline in Action at The Icarus Cup In the past decade, the industry has been working on specific procedures to capture and broadcast HDR imagery. In April 2013, the adoption of the ISO H.265 standard and the 10-bit HEVC format allows the encoding of HDR videos at a rate compatible with the… Read More

Uturn IVRPA-1

An Interactive 360 Video Comedy Series Nathalie Mathé will present the process behind the making of UTURN, the pilot for a 360 video comedy series, which lets the viewer experience the gender divide in a tech start-up in live first-person point of view. This VR short film innovates in a number of areas, by placing… Read More

Henryart1

With reports suggesting that VR could generate $70 billion by 2020, it’s not surprising to see major media companies publishing VR stories as fast as they can. However, telling stories using 360-degree spherical video poses some interesting problems, and there are a growing number of articles questioning the validity of 360-degree spherical video techniques for storytelling in journalism and documentary filmmaking. Read More

QQ图片20170107232952

One of the main issues shooters face when shooting 360 VR, is that uneven camera movements can make the viewer feel uneasy and even nauseous. Jerky movements coupled with rolling shutter can also make it very hard to stitch a 360 together, introducing errors that are time consuming to try to rectify. For this reason most high end professional VR shooting up until now has been done from a fixed position. If the camera is moved it is done on a dolly, track or specialised buggy. Read More