360 | Simcoemedia https://www.simcoe.co.uk Video, design and photography by Peter Simcoe Tue, 22 Apr 2025 17:48:29 +0000 en-GB hourly 1 https://wordpress.org/?v=7.0 https://www.simcoe.co.uk/wp-content/uploads/2024/06/cropped-simcoe-logo3-32x32.png 360 | Simcoemedia https://www.simcoe.co.uk 32 32 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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Creating AI Generated Immersive 360 Images – AI School https://www.simcoe.co.uk/creating-ai-generated-360-images-using-midjourney-and-magnificai/?utm_source=rss&utm_medium=rss&utm_campaign=creating-ai-generated-360-images-using-midjourney-and-magnificai Thu, 25 Apr 2024 08:21:48 +0000 https://www.simcoe.co.uk/?p=2332
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AI School

I’ve recently been exploring the use of Midjourney and Magnific.ai to create highly detailed 12K 360 images such as the example shown above (note this example has been enhanced with audio and lens flare using Pano2VR). After working out the most appropriate workflow through a series of experiments, a course was published on Eventbrite designed to impart this knowledge and experience to interested parties in the AI and virtual tour communities. In addition to Midjourney and Magnific, the process involves Photoshop and Pano2VR (or equivelent editing software tools) to edit the nadir and zenith (directly below and above the viewer) along with ensuring the vertical seam blends. This is to ensure objects and textures on the left side of the image fit seamlessly with the right when assembled in the final 360 form.

You can see a variety of images produced using this method by visiting the 360 image section of the Simcoemedia Shop or on my Facebook feed.

AI Workshop Details

The workshops have been designed to cater for 360 enthusiasts, immersive media artists and virtual tour producers looking to enhance their 360 workflow using AI tools. The 90 minute session includes the following activities:

  • Creating equirectangular images in Midjourney by using appropriate commands, parameters and descriptive keywords
  • Ensuring the image does not warp in 360 view by aligning the horizon correctly
  • Resolving stitching problems and nadir issues using Photoshop and Pano2VR (or equivelent) to ensure the best interactive experience
  • Using Magnfic to upscale and add detail to images whilst retaining a reasonable level of creative control
  • Resolving metadata issues + testing images to ensure they are ready for publication
  • Discussion of how these tools have developed and evolved in recent months

A reference page has been set up on this site at www.simcoe.co.uk/ai-school/ reminding participants of the key processes highlighted during demonstration and discussion. So far these sessions have been useful and enjoyable for those taking part with some returning for the second in the series which examines transfering image styles to existing 360 tour photography. For more information on upcoming events see Peter Simcoe’s Eventbrite page.

Related topics: Find out more about how Generative AI creates video and images by reading ‘What Is Generative AI and Is It Useful In Film Production?’

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VRARA European Summit Presentation on Virtual Reality VR https://www.simcoe.co.uk/vrara-european-summit-presentation-video/?utm_source=rss&utm_medium=rss&utm_campaign=vrara-european-summit-presentation-video Mon, 04 Oct 2021 19:48:40 +0000 https://www.simcoe.co.uk/?p=980 About The VRARA The Virtual Reality and Augmented Reality Association (VRARA) is made up of designers, engineers and artists with an interest in the development of Virtual Reality, Augmented Reality and “The Metaverse” (yes, that latest annoying buzzword). In loose...

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About The VRARA

The Virtual Reality and Augmented Reality Association (VRARA) is made up of designers, engineers and artists with an interest in the development of Virtual Reality, Augmented Reality and “The Metaverse” (yes, that latest annoying buzzword). In loose terms, The Metaverse is describing the development of technology to replicate the human and spacial interactions we experience in our daily lives within VR systems. Effectively, the next step in the internet’s evolution – a sort of 3D immersive internet in a way.

Video Presentation

The video above was submitted as part of the VR/AR European Global Summit 2021 (29 Sept 2021). It featured examples of VR experiences created by freelance designer Peter Simcoe including Google Tilt Brush animations, 3D 360 / 180 degree videos and experiments using ambisonic audio. The presentation discusses how these projects integrate into a self employed media producer’s creative output and examines current quality of graphics within VR and traditional 2D gaming using Flight Simulator 2020 and Red Dead Redemption 2 as reference examples.

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Atmospheric Tilt Brush Animation in 2D and 3D 360 “The Desert” https://www.simcoe.co.uk/tilt-brush-3d-360-atmospheric-animation-desert/?utm_source=rss&utm_medium=rss&utm_campaign=tilt-brush-3d-360-atmospheric-animation-desert Mon, 25 Jan 2021 13:00:21 +0000 https://www.simcoe.co.uk/?p=880 Above is a 4K 2D video cinematic animation created entirely within VR using Google Tilt Brush along with a soundtrack created with a Digital Audio Workstation (DAW). The 3D model is expansive and additional fog / smoke / dust effects...

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Above is a 4K 2D video cinematic animation created entirely within VR using Google Tilt Brush along with a soundtrack created with a Digital Audio Workstation (DAW). The 3D model is expansive and additional fog / smoke / dust effects give the impression of depth and distance. There is also 3D 360 version exported from Tilt Brush – this can be seen below. To view this version in 3D, click on the 3D icon below the video, select #anaglyph then wear your red / cyan glasses. Move around the scene by clicking and dragging the mouse. Alternatively, if you have a Head Mounted Display (HMD) such as an Oculus Rift, HTC Vive, Oculus Quest2 or similar you can download the animated sequence in 3D 360 here – https://bit.ly/vr-desert.

If you have not tried Google Tilt Brush, you can purchase this software from the Oculus Store or Steam Store. Its a great tool for drawing within virtual reality and for me personally, its the software I used the most. See some of the other Tilt Brush projects I’ve been working on which include “The Canyon” and my experiments with Matterport .obj files.

2D 4K VERSION: https://youtu.be/806mkUoTanY
3D 360 VERSION: https://youtu.be/K8q9ZQCAIdU

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