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360 Video By John Switzer
1. Good Afternoon, my name is John and today I will be presenting to you 360 video. 360
video, also known as immersive videos, are motion picture recordings that collect full
motion imagery in all directions at the same time.
2. 360 video can traces its history to 1787 when English painter Robert
Barker coined the term “panorama” for his interior wall paintings on a
purpose built cylindrical surface in Leicester Square in London.
3. The name panorama is a Greek word meaning “all” and “view”. When entering the
Bakers building visitors found themselves on a central platform surrounded by a
continuous panting of London’s Industrial revolution.
4. This was the beginning of panoramic imagery and a monumental step away from the
limitations of conventional scale and representation imaging. Robert Baker made a
fortune and opened the door of panoramic imaging.
5. 360 video is a fairly recent technology in which Omni direction cameras are used to
grab a spherical video capture of space rather than the rectangular capture in traditional
videography.
6. The perspectives of the Omni directional spherical video captures are then stitched
together to create an immersive experience for the viewer, placing them within the
context of a scene or environment.
7. By placing the individual inside the context, this gives the viewer the ability to control
the orientation of the scene and the additional control of viewing direction.
8. Shooting 360 video still requires some specialized equipment. Technological
advancement has made playback for this type of video commonplace on three main
platforms: Mobile, Desktop and Headset.
9. The most common 360 video platform is on a Smartphone. A Smartphone serves as a
window for the 360 spheres, allowing the user to physically move their phone to view
different parts of the captured video.
10. In much of the same way as mobile, the second most popular platform for viewing
360 is the desktop. Instead of physically moving the phone, the viewer is required to use
a mouse or touch input pad to pan about a video.
11. Headset usage is a developing technology and is becoming more popular. Headset
range from budget minded Google Cardboard and the Google Daydream, to High-end
sets like Oculus Rift and HTC Vive Pro.
12. Some media outlets use 360 video and VR interchangeably, however there is a
difference between the two. What are the difference between the visual technologies?
13. 360 video is a live action capture of a real world setting or event, without the need for
a pre rendered digital environment. Virtual reality requires the generation of a fully
interactive digitally rendered environment.
14. The lines between 360 video and VR blend with augmented reality, which involves
the overlay of a computer-generated imagery over a live capture of the space around us.
A great example is the Google 3D animals app.
15. 360 video has held the attention of savvy consumers and producers of video content
for the better part of the last decade. This technology is primarily driven by interest for
new visual experiences and reduced cost.
16. Early 360 video production required cameras, software and training. Today, entry-
level prosumer products are widely available and bundled for hundreds of dollars rather
than thousands of dollars.
17. While these technologies are still developing, they are reaching a level of maturity
that is enough for content producers to be willing to invest in a 360 market place.
18. Youtube and Facebook have made viewing 360 videos commonplace and deliverable
across different devices. Viewing 360 videos no longer requires expensive headset or
other computer peripherals.
19. The future of 360 video and Virtual Reality are gaining momentum in advertising.
Brand such as Hong Kong airlines’ 360 Degree ad was 35 times more effective than the
traditional 2D ad.
20. According to YuMe and Nielsen, VR is the most complex and also the most rewarding
emotional and engaging experience. Business insider Intelligence predicts that global VR
headset shipments will increase by 359% over the next six years.

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360 video

  • 1. 360 Video By John Switzer 1. Good Afternoon, my name is John and today I will be presenting to you 360 video. 360 video, also known as immersive videos, are motion picture recordings that collect full motion imagery in all directions at the same time.
  • 2. 2. 360 video can traces its history to 1787 when English painter Robert Barker coined the term “panorama” for his interior wall paintings on a purpose built cylindrical surface in Leicester Square in London.
  • 3. 3. The name panorama is a Greek word meaning “all” and “view”. When entering the Bakers building visitors found themselves on a central platform surrounded by a continuous panting of London’s Industrial revolution.
  • 4. 4. This was the beginning of panoramic imagery and a monumental step away from the limitations of conventional scale and representation imaging. Robert Baker made a fortune and opened the door of panoramic imaging.
  • 5. 5. 360 video is a fairly recent technology in which Omni direction cameras are used to grab a spherical video capture of space rather than the rectangular capture in traditional videography.
  • 6. 6. The perspectives of the Omni directional spherical video captures are then stitched together to create an immersive experience for the viewer, placing them within the context of a scene or environment.
  • 7. 7. By placing the individual inside the context, this gives the viewer the ability to control the orientation of the scene and the additional control of viewing direction.
  • 8. 8. Shooting 360 video still requires some specialized equipment. Technological advancement has made playback for this type of video commonplace on three main platforms: Mobile, Desktop and Headset.
  • 9. 9. The most common 360 video platform is on a Smartphone. A Smartphone serves as a window for the 360 spheres, allowing the user to physically move their phone to view different parts of the captured video.
  • 10. 10. In much of the same way as mobile, the second most popular platform for viewing 360 is the desktop. Instead of physically moving the phone, the viewer is required to use a mouse or touch input pad to pan about a video.
  • 11. 11. Headset usage is a developing technology and is becoming more popular. Headset range from budget minded Google Cardboard and the Google Daydream, to High-end sets like Oculus Rift and HTC Vive Pro.
  • 12. 12. Some media outlets use 360 video and VR interchangeably, however there is a difference between the two. What are the difference between the visual technologies?
  • 13. 13. 360 video is a live action capture of a real world setting or event, without the need for a pre rendered digital environment. Virtual reality requires the generation of a fully interactive digitally rendered environment.
  • 14. 14. The lines between 360 video and VR blend with augmented reality, which involves the overlay of a computer-generated imagery over a live capture of the space around us. A great example is the Google 3D animals app.
  • 15. 15. 360 video has held the attention of savvy consumers and producers of video content for the better part of the last decade. This technology is primarily driven by interest for new visual experiences and reduced cost.
  • 16. 16. Early 360 video production required cameras, software and training. Today, entry- level prosumer products are widely available and bundled for hundreds of dollars rather than thousands of dollars.
  • 17. 17. While these technologies are still developing, they are reaching a level of maturity that is enough for content producers to be willing to invest in a 360 market place.
  • 18. 18. Youtube and Facebook have made viewing 360 videos commonplace and deliverable across different devices. Viewing 360 videos no longer requires expensive headset or other computer peripherals.
  • 19. 19. The future of 360 video and Virtual Reality are gaining momentum in advertising. Brand such as Hong Kong airlines’ 360 Degree ad was 35 times more effective than the traditional 2D ad.
  • 20. 20. According to YuMe and Nielsen, VR is the most complex and also the most rewarding emotional and engaging experience. Business insider Intelligence predicts that global VR headset shipments will increase by 359% over the next six years.