Immersive Multimedia

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Immersive Multimedia In Education Name: Muhammad Amir Hazim Bin Mohamad Hussin Class: 5 Amanah IC no: 960703-14-5715 Teacher: En.Hizam Bin Min

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Transcript of Immersive Multimedia

Page 1: Immersive Multimedia

Immersive MultimediaIn Education

Name: Muhammad Amir Hazim Bin Mohamad Hussin

Class: 5 Amanah

IC no: 960703-14-5715

Teacher: En.Hizam Bin Min

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1.0 Introduction

Immersive multimedia refer to computer-generated simulation of reality with physical, spatial and visual dimensions. This interactive technology is used by architects, science and engineering researchers, and the arts, entertainment and video games industry.

Virtual reality systems can simulate everything from a walk-through of a building prior to construction to simulations of aircraft flight and three dimensional computer games.

Immersive technologies and virtual reality are powerful and compelling computer applications by which humans can interface and interact with computer generated environments in a way that mimics real life sense engagement.

Although mostly known for its application in the entertainment industry the real promise lies in such fields as medicine, science, engineering, oil exploration, data visualization and the military to name just a few.

As immersive technology becomes more integrated and available for a wide range of applications. It l requires well-designed user interfaces and innovative content for the next generation of computer games and integrated technology like mobile devices, distributed web systems and desktop applications.

Thus immersive multimedia in entertainment is a movie, program, or game that draws you into it as if taking part.

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2.0 Examples of Immersive Multimedia in Education

1. 3D Films

A 3-D ("three-dimensional") film or S3D film is a motion picture that enhances the illusion of depth perception. Derived from stereoscopic photography, a special motion picture camera is used to record the images as seen from two perspectives (or computer-generated imagery generates the two perspectives), and special projection hardware and/or eyewear are used to provide the illusion of depth when viewing the film. 3-D films are not limited to feature film theatrical releases; television broadcasts and direct-to-video films have also incorporated similar methods, primarily for marketing purposes.

3-D films have existed in some form since 1890, but until 2010 had been largely relegated to a niche in the motion picture industry because of the costly hardware and processes required to produce and display a 3-D film, and the lack of a standardized format for all segments of the entertainment business. Nonetheless, 3-D films were prominently featured in the 1950s in American cinema, and later experienced a worldwide resurgence in the 1980s and 90s driven by IMAX high-end theaters and Disney themed-venues. 3-D films became more and more successful throughout 2000-09, culminating in the unprecedented success of 3-D presentations of Avatar in December 2009, followed by the record-breaking opening of Tim Burton's Alice in Wonderland in March 2010.

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2. 4D Films

A 4-D film (sometimes written 4D film) is a marketing term that describes an entertainment presentation system combining a 3-D film with physical effects in the theatre, which occur in synchronization with the film. Because the physical effects are expensive to set up, 4-D films are usually presented only at special venues such as theme parks and amusement parks. However, in Korea, some movie theatres also have the ability to present a 4-D film and the film Avatar was one of 10 films that have received the treatment, starting with Journey to the Center of the Earth.

Some of the effects simulated in 4-D films include rain, wind, strobe lights, and vibration. The use of water sprays and air jets is also common. A 4-D film is not shown in a motion simulator, although some seats in 4-D venues vibrate or may move a few inches during the presentation.

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3. Flight Simulator

Flight simulation is an approximation, or simulation, of flight and various aspects of the flight environment. Flight simulation is used for a variety of reasons, including flight training and aircraft development. Flight simulations have varying degrees of detail and realism that depend largely on the purpose for which they are being used, and may range from simple generic cockpit replicas with minimal software modeling, to actual aircraft cockpits with wide-field visual systems mounted on large six degree of freedom (DOF) motion platforms that feature comprehensive flight and systems models.

Flight simulation is used extensively in the aviation industry for the training of pilots and other flight crew in both civil and military aircraft. It is also widely used in engineering simulation and for entertainment purposes.

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4. Wii (Motion-sensor Console)

The Wii is a home video game console released by Nintendo. As a seventh-generation console, the Wii primarily competes with Microsoft's Xbox 360 and Sony's PlayStation 3. Nintendo states that its console targets a broader demographic than that of the two others. As of March 2010, the Wii leads the generation over the PlayStation 3 and Xbox 360 in worldwide sales, and in December 2009 broke the record for best-selling console in a single month in the United States.

A distinguishing feature of the console is its wireless controller, the Wii Remote, which can be used as a handheld pointing device and detects movement in three dimensions. Another distinctive feature of the console is WiiConnect24, which enables it to receive messages and updates over the Internet while in standby mode.

The Wii is Nintendo's fifth home console, the direct successor to the Nintendo GameCube, and able to play all official GameCube games. Nintendo first spoke of the console at the 2004 E3 press conference and later unveiled the system at the 2005 E3. Nintendo CEO Satoru Iwata revealed a prototype of the controller at the September 2005 Tokyo Game Show. At E3 2006, the console won the first of several awards.

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5.0 Virtual Reality

Virtual reality (VR) is a computer-simulated environment, whether that environment is a simulation of the real world or an imaginary world. Most current virtual reality environments are primarily visual experiences, displayed either on a computer screen or through special or stereoscopic displays, but some simulations include additional sensory information, such as sound through speakers or headphones. Some advanced, haptic systems now include tactile information, generally known as force feedback, in medical and gaming applications. Users can interact with a virtual environment or a virtual artifact (VA) either through the use of standard input devices such as a keyboard and mouse, or through multimodal devices such as a wired glove, the Polhemus boom arm, and omnidirectional treadmill. The simulated environment can be similar to the real world, for example, simulations for pilot or combat training, or it can differ significantly from reality, as in VR games. In practice, it is currently very difficult to create a high-fidelity virtual reality experience, due largely to technical limitations on processing power, image resolution and communication bandwidth. However, those limitations are expected to eventually be overcome as processor, imaging and data communication technologies become more powerful and cost-effective over time.

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6.0 Hologram

Holography is a technique that allows the light scattered from an object to be recorded and later reconstructed so that it appears as if the object is in the same position relative to the recording medium as it was when recorded. The image changes as the position and orientation of the viewing system changes in exactly the same way as if the object were still present, thus making the recorded image (hologram) appear three dimensional.

The technique of holography can also be used to optically store, retrieve, and process information. While holography is commonly used to display static 3-D pictures, it is not yet possible to generate arbitrary scenes by a holographic volumetric display.

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3.0 Reference

http://en.wikipedia.org/wiki/4-D_film

http://en.wikipedia.org/wiki/Holography

http://www.gadgetmadness.com/

http://images.google.com.my/images?hl=1T4ADBF_enMY31MY331&q

http://wiki.answers.com/Q/Example_of_immersive_multimedia