The Future Iz Meow!

Filtering by Tag: virtual reality

Adobe Premiere Pro Update makes working with 360° Video/VR much easier

Adobe Premiere just got a tremendous release that will make editing 360° video easier than ever. Right now the stitching and metadata workflow does not make edited 360° content the easiest thing to do. 

You can now work with different VR Video formats, up to a full sphere of 360 horizontal by 180 degrees vertical of captured view, along with Stereoscopic View - Left, Right and Anaglyph. You can choose a view from the left or right eye in stereoscopic video, or in a red/cyan anaglyph format. Premiere Pro also allows you to work with VR footage that was captured in less than a full 360 degree sphere of view. You can configure the field of view displayed in the monitor, which allows you to emulate different viewing experiences. For example, an Oculus Rift might display a 90 x 60 degree field of view, while YouTube displays a 160 x 90 degree field of view. The Program and Source monitors have their own individual VR Video settings, which are saved with the project.

VR Video Settings

After configuring the settings, choose “Enable” from the settings menu to turn on the VR Video display. When enabled, the Monitor displays an interactive field of view within the spherical projection. Horizontal and vertical sliders along the bottom and right edge of the video frame allow you to pan and tilt the field of view. Numerical values presented next to these sliders display the current degrees of pan and tilt. You can click and drag on these values to pan or tilt the view, or you can click on them to enter a numeric value directly.

360-degree panning

Use the dial at the bottom for 360-degree continuous panning, which indicates the direction of view. Double-clicking within the video frame will re-center the view.  Use either of these methods to change the view interactively during playback and while the video is paused. To return to the normal monitor display, open the monitor settings menu and uncheck the “Enable” option for VR Video. 

You may also toggle between enabling and disabling your VR Video display using a button which can be docked with the monitor’s playback buttons. Click on the “+” icon in the lower right corner of the monitor to open the Button Editor. Drag the “Toggle VR Video Display” button out of the editor and into the monitor panel to its desired location. This button toggles between normal monitor display and VR Video display.

Check Out the Adobe Premiere working with VR video link above. 

Publishing your VR Video

To publish your VR Video on popular websites like YouTube and Facebook, you must use H.264, HEVC or QuickTime formats when encoding the video. In the 'Export Settings' dialog, choose one of these formats, then select the 'Video' settings tab. Scroll down to check the 'Video is VR' check box and choose the layout which matches your media from the popup menu. Metadata added to the encoded video flags it as VR Video content for publishers to play back correctly.

The 'Stretch to Fill' scaling setting in the Export Settings dialog output typically gives the best results for most VR Video exports. Select the “Publish' settings tab in the Export Settings dialog to upload this video directly to websites like YouTube or Facebook.

More information

The Fathers Of Virtual Reality-a post about VR on Fathers Day.

It is hard to state with any assurance who the father of virtual reality is, as like any new creation it draws upon a wide range of sources and impacts, including several women innovators

More than one individual has been included in the improvement of this innovative framework yet in the event that we are discussing the domain of virtual experience then the answer is Morton Heilig. 

He delivered the principal intuitive film involvement in which viewers were welcome to watch a film which would utilize the majority of their faculties. For instance: he utilized a swaying fan so that the viewer could feel wind blowing all over. 

The Sensorama was not broadly embraced but rather the thoughts drove future exploration into virtual reality and the ensuing results.

The term 'virtual reality' was begat by Jaron Lanier in 1987 amid a time of extraordinary movement into this type of innovation. In any case, before then, he had set up VPL Research – an organization which spearheaded research into virtual reality and 3D illustrations which likewise sold the intitail virtual reality apparatus, for example, virtual reality glasses, data gloves and later, the full data suit.

The Sword of Damocles is widely considered to be the first virtual reality (VR) and augmented reality (AR) head-mounted display (HMD) system. It was created in 1968 by computer scientist Ivan Sutherland with the help of his student Bob Sproull. Before he began working toward what he termed "the ultimate display"  Ivan Sutherland was already well respected for his accomplishments in computer graphics.

Capcom picks up with Resident Evil 7(in VR!) where Konami dropped the ball with Silent Hills.

Seems like it was just yesterday we were treated to the potential hellish wonder that would have been the Silent Hill collaboration between Hideo Kojima and Guillermo Del Toro. Then Konami decided to pull a Freddy Kruger and pull the plug, in turn also distancing itself from prolific game visionary Hideo Kojima. While Kojima has bounced back and taken his talents to Sony Beach, Konami really did not have much to offer at E3.

Resident Evil 7 in VR made me realize that Capcom noticed that Konami dropped the ball big time with Silent Hill. During the Playstation E3 the shock and awe of the audience was reminiscent of when fans first realized that P.T. was a trailer for Silent Hills. Capcom's own Resident Evil franchise has lost some of its's horror luster and has not really taken a major step to reclaim the survival horror throne it once held with a grip of fear. Capcom took notice of the fan response to thing such as Amnesia, Outlast, and P.T. and has redesigned Resident Evil in that light. 

Fear comes home again when Resident Evil 7 biohazard releases on PlayStation 4 (fully compatible with PlayStation VR Mode) on January 24, 2017. 

The Playstation VR demo begins in an old farmhouse with the goal of ESCAPE! This in away is very similar to the set up to P.T, the Kojima/Del Toro Silent Film trailer. The uneasiness continues with the elements of the environment.  A pot of spoiling stew, a raven stuffed into a microwave, rotting dolls and, mysteriously, unpleasant mannequins are just a few of the effective horror tropes used to create tension. 

The trope to be used in the demo is the old VHS is scary house one. Where you pop the tape in and realize how fucked you really are based on what has happened before.

Welcome to the fantastic world of survival horror now in VR! I have been hearing a lot of people coming away from E3 saying they are super excited for RE:7 but would never play it entirely in VR. Mission accomplished Capcom, you have once again brought the fear of the unknown back into survival horror gaming. 

Resident Evil 7 hits PlayStation 4, Windows PC and Xbox One on Jan. 24, 2017. It will be available for PS VR, no word on any ports to Oculus or Project Scorpio yet.




Introducing 360 Photos on Facebook

For the first time, you can now easily share 360 photos on Facebook. Simply take a panorama with your phone or capture a 360-degree photo using a 360 photo app or 360 camera, and then post it on Facebook as you would a normal photo. From there, we’ll convert it to an immersive 360 photo that people can explore, similar to how people experience 360 videos on Facebook.


360 photos are available to view today on Facebook via the web and the latest version of the Facebook app on iOS and Android. Over the next few days they will be rolling out the ability to share your own 360 photos on Facebook.

Beyond News Feed, you’ll also be able to explore Facebook 360 photos in virtual reality with the Samsung Gear VR, powered by Oculus. While using a supported Samsung device, simply click View in VR in the top left corner of the video, place the phone in the Gear VR, and experience the photo in an immersive VR environment.

How Do I Take 360 Photos?

Take a panorama on your iOS device or Samsung Galaxy phone or capture a 360-degree photo using a 360 photo app or 360 camera.
Open the Facebook app and share the photo as you would any other photo: tap the status tool from the top of your Timeline or News Feed, select Photo/Video, choose the photo you want to share, and tap Post.

Once your photo is posted, look around in your photo — or any other 360 photo in News Feed that’s marked with the compass icon — by moving your phone or dragging with your finger. Tap on the photo to view it in full screen.

On Samsung Gear VR-compatible phones, you’ll see a button in the top left corner of your photo that says “View in VR.” If you tap on that button and insert your phone into your Gear VR headset, you can see your 360 photo in virtual reality.

Check out the current experiments of Google Daydream Labs.

Check out some of the app experiments the Google Daydream lab is working on. Looks like they are using Vive controllers to develop with, it will be interesting how this translates to a final mobile VR product.  

An app experiment from Daydream Labs. Copresence is a multiplier that can amplify the immersion in just about any VR experience.
An app experiment from Daydream Labs. Shared objectives help people break the ice in VR.
An app experiment from Daydream Labs. Text input with drumsticks can be faster than with a laser pointer (and is more fun).
Virtual Reality Pulse