By Oliver Schreer, Peter Kauff, Thomas Sikora
The 1st booklet to provide an entire evaluation of 3D video know-how, 3D Videocommunication offers either theoretical research and implementation matters. The editors of this booklet are all key figures within the improvement of this new box and feature introduced jointly a few key specialists to supply an important assessment of 3D Video and the comparable communications applied sciences at the moment below improvement.
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Additional resources for 3D Videocommunication: Algorithms, concepts and real-time systems in human centred communication
1, applications such as videoconferencing or shared virtual environments are in fact based on providing a mix of both the physical and social components. The extent to which shared space adds to the social component is an empirical question, but several studies have shown that as technology increasingly conveys non-verbal communicative cues, such as facial expression, gaze direction, gestures, or posture, social presence will increase. In the remainder of this introductory chapter the historical development of a number of relevant presence technologies is described, with particular emphasis on their psychological impact.
To Bazin, a photograph was first of all a reproduction of ‘objective’ sensory data and only later perhaps a work of art. ), Bazin states that cinema began in inventors’ dreams of reproducing reality with absolute accuracy and fidelity, and that the medium’s technical development would continue until that ideal was achieved as nearly as possible. The history of cinema and VR indeed appears to follow a relentless path towards greater perceptual realism, with current technologies enabling more realistic reproductions and simulations than ever before.
As we shall see, virtual environments derive their strength precisely from allowing participants to jump in the driver’s seat — to interact with content in real-time. 4 VIRTUAL ENVIRONMENTS Virtual environments allow users to interact with synthetic or computer-generated environments, by moving around within them and interacting with objects and actors represented there. Virtual environments are sometimes also referred to as virtual reality or VR. While both terms are considered essentially synonymous, the author agrees with Ellis (1991) who notes that the notion of an environment is in fact the appropriate metaphor for a head-coupled, coordinated sensory experience in three-dimensional space.