360 photo | Simcoemedia https://www.simcoe.co.uk Video, design and photography by Peter Simcoe Thu, 15 May 2025 14:04:11 +0000 en-GB hourly 1 https://wordpress.org/?v=7.0.2 https://www.simcoe.co.uk/wp-content/uploads/2024/06/cropped-simcoe-logo3-32x32.png 360 photo | Simcoemedia https://www.simcoe.co.uk 32 32 AI Tutorials For Photographers, Designers And Video Producers https://www.simcoe.co.uk/ai-tutorials-photo-designers-video-producers/?utm_source=rss&utm_medium=rss&utm_campaign=ai-tutorials-photo-designers-video-producers Wed, 14 May 2025 14:15:00 +0000 https://www.simcoe.co.uk/?p=3290

Simcoemedia shop has been selling 360 images, tutorials, books and t-shirts since summer 2024 proving an outlet for the graphic design, AI video experimentation, generative AI 360 image generation. Simcoemedia remains committed to the exploration, experimentation and analysis of AI tools and, with more resources in the pipeline, the shop aims to be a valuable resource for those looking to embrace AI as part of in their creative work. This article focusses upon the tutorials written to assist creatives looking to explore these tools.

Tutorials

Applying Styles to 360 Photography Using Midjourney and Magnific

This tutorial examines how AI can transform 360-degree images by applying image styles using Midjourney and Magnific AI. If you are looking to enhance architectural shots, landscapes, or abstract environments, this guide can assist you step by step through the process, enabling you to enhancce immersive photography using AI-driven tools.

Introduction to Creating AI-Generated Music Videos

AI is revolutionising the way music videos are produced, enabling artists and filmmakers to bring visual storytelling to life without the need for expensive production crews or complex computer graphics. This free tutorial provides a brief history of music videos, explores the potential of AI-generated visuals, and provides practical examples of how Runway Gen 3, Kaiber, and other AI platforms can be used to create unique and engaging music videos.

Creating 360 Images Using Midjourney and Magnific AI

For those interested in creating immersive 360-degree images, this tutorial provides a complete workflow using AI tools. From generating high-quality panoramic scenes to ensuring seamless stitching for a flawless 360 experience, this tutorial guides you through the techniques required to create visually stunning, AI-enhanced environments.

The Future of AI in Creative Media

The fusion of AI and creative media opens up a new world, offering new tools for artists and designers looking to streamline the production of creative work. As AI tools continue to evolve, they provide new methods for expression, allowing creatives to push the boundaries of storytelling, photography, and digital artistry. Check out the full range of tutorials at the Simcoemedia Shop.

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Immersive Digital Media Part 2 – Examples https://www.simcoe.co.uk/immersive-digital-media-examples/?utm_source=rss&utm_medium=rss&utm_campaign=immersive-digital-media-examples Wed, 20 Nov 2024 20:08:35 +0000 https://www.simcoe.co.uk/?p=3405

My previous post, Immersive Digital Media Part 1 – Definitions, defined the terminology associated with Extended Reality (XR) including VR, AR, MR and other technologies such as ambisonic audio. The second article in the series focuses on projects I have undertaken in the last 8 years including 360 video, VR180 and ambisonic audio.

AI Generated 360 Images

In November 2023 I initiated a series of experiments examining potential production methods for a short film. During experimentation Midjourneywas used to create equirectangular images which were edited in Photoshop (Beta). MagnificAI upscaling increased the resolution up to 12K. See them on the Simcoemedia website: www.simcoe.co.uk/product-category/360-images/

Also see:

12K examples on 360Cities.net
Applying styles to 360 photography experiment
Tutorials by Peter Simcoe

360 Video Handbook

Published in February 2018, the 360 Video Handbook is a coffee table book featuring a series of inspirational 360 video projects. The style and layout was designed to make it easy to access by featuring an explanatory diagram or photographs on one side of the spread throughout the publication. The book also answers frequently asked questions by beginners. See all Simcoemedia books at:

www.simcoe.co.uk/books/

Augmented Reality Music Video

An AR music video for the song ‘A Little On The Darker Side’ was created using Adobe’s Character Animator software. A series of character designs were developed. These were then animated and rendered in HD. The characters were exported as animated GIFs with transparency then imported into Adobe Aero to create an augmented reality experience. See the example video at:

https://youtu.be/ZfZQ5DZgq1w

Google Tilt Brush 3D 360 Video

3D 360 videos created with virtual reality art creation app Google Tilt Brush. These can be viewed in 3D on YouTube using red / cyan glasses:

Google Earth Studio

Google Earth Studio allows users to generate animated sequences using Google Maps including the 3D photogrammetry data available for many cities around the world.

Chester 4K 360 tour
London 4K 360 tour
London Interactive 4K with labels
Snowdonia 4K 360 tour

360 Video with Ambisonic Audio

In 2017 I became a content creator for HumanEyes Technologies. The company offered funding for 360 video projects using their camera technology including a series of travel videos in Chester, London and Barcelona, music videos, development of a second, upgraded light suit (the original low budget version can be seen in the One More Chance video). Some of these were featured in the 360 Video Handbook. HumanEyes Technologies supported the creation of music videos by supplying extended access to ambisonic audio software and funding the production of light suit v2.0.

Meta Workrooms Interview

Created a series of interviews with Emily Olman and Paul Tomlinson using Meta Workrooms. These interviews explore the connectivity and activities facilitated by Workrooms and explored the meaning of Spatial Computing:

Google Maps interactive 360 images

360 photographs taken at locations across the UK, Spain, Sweden and France have been uploaded to Google Maps to create a portfolio of immersive imagery capable of display on a desktop, mobile devices and within a VR headset.

See Google Maps images by Peter Simcoe

Simcoemedia Spatial Gallery

An interactive gallery created using Spatial IO. Can be viewed on mobile devices, desktop and VR headsets. See gallery.

Microsoft Flight Simulator

This VR video was recorded to demonstrate take-off and flight around Airbus (Broughton) plant in North Wales, UK using Microsoft Flight Simulator. It represents the level of realism the simulator currently offers.

Other Links

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Immersive Digital Media Part 1 – Definitions https://www.simcoe.co.uk/immersive-digital-media-definitions/?utm_source=rss&utm_medium=rss&utm_campaign=immersive-digital-media-definitions Mon, 28 Oct 2024 11:00:06 +0000 https://www.simcoe.co.uk/?p=3393

I recently had a conversation with a client regarding the use of immersive digital media in engineering and design. We discussed how it can enhance research, product development and training and increase the overall impact. Over the last 8 years I have conducted a variety of experiments exploring immersive media such as recording 360 video, drawing with Google Tilt Brush and mixing ambisonic audio. This article, the first of two posts exploring immersive media, provides an overview of terminology.

Traditional vs Immersive Media

The term traditional media usually refers to television, radio, newspapers and cinema. Content is presented to the audience in a passive manner, meaning there is little or no control over presentation or narrative. In contrast, immersive media  interactivity and enhanced sensory experience using advanced hardware and software such as VR headsets or headphones designed to emulate spatial audio. Some technologies incorporate the simulation of touch and smell. Immersive experiences are designed to be consumed in a non-linear, participatory manner where choices and physical interaction affect narrative and environment.

Below is an example of a 360 video uploaded to YouTube with a resolution of 8K. The original video was recorded with a high resolution camera. It is important to note only a portion of the 7680 x 3840 pixels recorded by the 360 camera will be visible to the viewer at any given time (depending upon the Field Of View) which reduces displayed resolution to that approximating full HD (1920 x 1080). If viewed on a desktop PC in full screen you can use the mouse to direct the point of view by clicking and dragging in the desired direction

Immersive experiences are designed to increase the sense of realism and there are many different formats available, each with their own characteristics and advantages. Common media formats are:

360 Video

360 video can be viewed in a Virtual Reality headset such as Meta Quest 3 and, when uploaded to platforms such as YouTube, is also available on a desktop or mobile device. The viewer interacts with the content within a VR headset by moving their head or on a desktop by ‘clicking and dragging’ to change the point of view using an input device such as a mouse. It is also possible to achieve similar interactions using the gyro technology on a mobile phone or a screen with touch capability. YouTube can display interactive 360 video in VR, on desktop and mobile.

Video is recorded with a camera utilising a series of wide angle lenses designed to capture the surrounding environment. It is stitched together using compatible software which may be provided by the manufacturer such as Insta360 Studio or by a third party such as Mistika VR.

360 video is usually recorded in the same equirectangular format as 360 photography. Current cameras record video of at least 6 – 8K which results in Gigabytes of data per minute with the Insta360 Titan recording 11K (10K in 3D). The challenges posed in producing 360 video, such as hiding microphones, lights and other equipment, has led to a decline in use during recent years in favour of 3D VR180 video. However the format remains popular in real estate, tourism and journalism where a view of the entire environment is important.

VR180 Video

VR180 uses half the horizontal viewing angle of 360 video with just the front facing 180 degrees available. It is designed to be consumed within a VR headset, viewed on a screen with active glasses or converted to anaglyph for viewing with red / cyan glasses. Whilst there are only 180 degrees of recorded content, most VR headsets have a viewing angle of around 90 degrees which provides a realistic sense of immersion.

Content is typically recorded using 2 wide angle lenses covering a 180 degree viewing angle. Both of these lenses face the same direction with the centre of each lens placed at approximately the same distance as human eyes. When converted for use within a VR headset, the video provides realistic depth. HumanEyes Technologies released the Vuze XR in 2018 which had two 4K cameras which could be used in VR180 mode or 360 capture mode. A recent addition to the VR180 camera market is the CALF 3D VR180.

This format is used in vlogging and entertainment such as storytelling. However, as mentioned in the previous section, 360 video is still used when it is useful to see an environment in its entirety.

Virtual Reality (VR)

Virtual Reality experiences are designed to facilitate interaction where location, physicality and changes to the environment have meaningful consequences. They are usually viewed within a VR headset such as Vive XR Elite or Meta Quest 3 using controllers or hand tracking. However, platforms such as Spatial and Horizon Workrooms allow users access via a desktop environment as a ‘window’ to the virtual world. The user is able to shape the narrative and environment by their choices which may involve changing the state or position of physical objects within a space. Many VR applications are created with software such as Unity or Unreal Engine.

Examples of immersive VR applications range from as simple as the simulation of fairground games within Nvidia’s VR Funhouse, production of 3D art using Google Tilt Brush or involve the complexity associated with piloting an aircraft in Flight Simulator. Other examples may be found on Meta’s App Store.

The term ‘Virtual Reality‘ was first used by American academic Jaron Lanier in the 1980’s as a title for his research project. He is considered to be the ‘father of VR’ because of his groundbreaking work in the field.

Augmented Reality (AR)

Augmented Reality is the technology that overlays visuals, data or audio onto the real world, enhancing the user’s perception of the environment. One example of this is Google Maps Live View where the camera on a mobile phone is used to show a live view of the road ahead whilst superimposing directions and other visual guides. Another notable project is Glass, Google’s answer to Augmented Reality glasses. This project began in 2010 with the wearable tech available in 2014, It was later discontinued in 2015 due to safety and privacy concerns along with a lack of uptake in the healthcare sector – see this article for more information on the cancellation.

Mixed Reality (MR)

Mixed Reality is similar to Augmented Reality but allows the users to interact with the layers or objects superimposed upon the environment around the user. Meta Quest 3’s MR demo First Encounters is a great example of this. The surrounding environment is displayed on the headset in real time using front facing cameras whilst objects are overlaid onto the display to create game elements that can be interacted with.

Extended Reality (XR)

This term incorporates VR, MR and AR. XR refers to the technologies and experiences collectively.

Ambisonic Audio

Ambisonics is an audio technology that uses hardware and software capable of rendering spatial audio in Virtual Reality, Augmented Reality and Mixed Reality. As few as 4 audio channels can be used to represent sound within a virtual space. As the viewer’s head changes direction or objects emitting sound move within a space the audio is adjusted in a realistic manner to reflect the effect of these movements on the perceived sound. It is also possible to experience ambisonic audio in a limited manner when viewing 360 video on a desktop PC or mobile device by moving the point of view. The use of 4 audio channels to simulate spatial sound is referred to as First Order. However, it is possible to use more than 4 channels to enhance the effect in a similar way to improvements of 7.1 surround sound over 5.1.

For more information on ambisonics, see this excellent summary of ambisonic audio from Waves.com

Olfactory

Olfaction or olfactory sense is the sense of smell. There are devices capable of stimulating the olfactory sense as part of an immersive experience. One example is the Smell Engine described as “a system for artificial odour synthesis in virtual environments”

Gustatory

Gustatory perception refers to the taste sense. It is possible to trick the human brain to into thinking that food is being consumed using stimulation by computer controlled plates placed upon the tongue. In 2013 digital lollipop was created by researchers at the University of Singapore that stimulated sweet, sour, salty and bitter tastes.

Summary

Immersive digital media has the potential to elevate and enhance the process of storytelling, communicating research ideas, developing products and in the provision of training. The last 10 years has seen rapid growth of hardware and software technologies at both professional and consumer levels increasing the number of creators and immersive content. Despite these advances, many challenges remain including the size, weight, cost and uptake of VR headsets, the cost and quality issues associated with 360 and VR180 cameras and the technical complexities of generating spatial audio. There are also positive signs too – the release of the Apple Vision Pro, camera releases from manufacturers such as Insta360 and continued support for immersive content in Adobe’s Creative Cloud.

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Google Maps Photography Portfolio https://www.simcoe.co.uk/google-maps-photography-portfolio/?utm_source=rss&utm_medium=rss&utm_campaign=google-maps-photography-portfolio Sun, 20 Feb 2022 16:01:02 +0000 https://www.simcoe.co.uk/?p=1044 I have previously published 360 photography examples on this website’s blog, but as I recently visited Sweden where I used my high resolution XPhase Pro S2 camera to capture scenes from the capital, Stockholm, I thought it might be worth...

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I have previously published 360 photography examples on this website’s blog, but as I recently visited Sweden where I used my high resolution XPhase Pro S2 camera to capture scenes from the capital, Stockholm, I thought it might be worth giving Google Maps another mention. One particularly noteworthy fact is that I now have over 8.1 million views of my images.

The online map service can be a great way to create a photography portfolio where the public has a vested interest in viewing them (ie as a way of exploring or confirming location features). As the quality of the images on the site is limited and a fixed wide angle lens is usually most appropriate, I often create the flat, non-360 images, using a quality mobile phone camera (Samsung Galaxy or iPhone series are usually great with good results achieved on Google Pixel and Huawei too).

See the entire collection of Google Maps contributions by Peter Simcoe. This collection increases the digital footprint of my creative output (especially the high resolution 360 images). Below are two of the high resolution 360 photographs frommy time in Stockholm, Sweden (November 2021) – created with the XPhase Pro camera and edited with Adobe Camera Raw and Photoshop.

 

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360 Photography in Liverpool https://www.simcoe.co.uk/360-photography-the-beatles-chinatown-liverpool-england/?utm_source=rss&utm_medium=rss&utm_campaign=360-photography-the-beatles-chinatown-liverpool-england Fri, 25 Jun 2021 14:45:07 +0000 https://www.simcoe.co.uk/?p=935 I recently visited Liverpool in England and took my 360 camera with me. These images are of The Beatles statues near the docks and the Chinatown gate. The highly detailed photographs were taken with an Xphase Pro S2. 360 photography...

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I recently visited Liverpool in England and took my 360 camera with me. These images are of The Beatles statues near the docks and the Chinatown gate. The highly detailed photographs were taken with an Xphase Pro S2. 360 photography provides a great way to view a location – you can change the point of view by clicking on the image and dragging the mouse. It is also possible to view these images on a Head Mounted Display such as Meta Quest 2 or HTC Vive.

See more of my photography on Google Maps.

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