Film and television industry cloud exhibition design based on 3D imaging and virtual reality

Displays ◽  
2021 ◽  
pp. 102107
Author(s):  
Kaige Zhuang
2019 ◽  
pp. 277-299
Author(s):  
James Fleury

James Fleury examines virtual reality in relation to Hollywood promotional strategies. As his essay explains, the virtual format may be struggling to gain mainstream adoption, but media companies continue to use it in service of their existing film, television, and video game franchises. Overall, he argues that this promotional emphasis reflects the tendency for the American film and television industry to enter emerging formats through low-risk experiments in the form of promotional content before making a larger-scale push with original material.


Author(s):  
Pablo Gobira ◽  
Antônio Mozelli

This paper aims to report the experience and challenges of the research group Laboratory of Front Poetics (LabFront, CNPq/UEMG) in exhibiting an immersive virtual reality installation during events and festivals of digital arts in Brazil. In this article, questions are raised regarding traditional exhibition processes and those where digital technologies are used. Although our focus is on the Brazilian context, similar difficulties and problems in exhibition design can be seen in other places, such as Latin American and European countries. We will base the discussion on our experience of exhibiting Olhe para você (2016) [Look at yourself], an immersive virtual reality work developed by one of the teams of the research group LabFront.


Author(s):  
Antonia Lucinelma Pessoa Albuquerque ◽  
Jonas Gomes ◽  
Luiz Velho

Techniques of filming using special effects have existed since the 1920s, well before the advent of computers. Two of them are known as Back Projection—when an actor acts in front of a screen that reproduces other footage (very common in train scenes), and Blue Screen—when an actor acts in front of a blue wall for later composition with another scene (Fielding, 1985). However, it was computer graphics and the technological advance of the computers that made possible the great evolution in this area. Virtual Sets or Virtual Studios are denominations given to the integrated use of computer-generated elements with real actors and objects in a studio. Its main advantages are: more flexibility in changing the scene, risky scenes can be made safely, allowing the production of complex special effects and also providing economy in the production of sophisticated designs, along with flexibility in making quick changes. With the advent of high-speed networks, there is the possibility of remote operation. Real-time Virtual Sets is a very recent area for computer graphics with potential applications in the film and television industry. The literature about this topic is scarce although there are few commercial systems available, which will be described later. This work approaches Virtual Sets, describing its conceptualization and showing its correlation with other areas in computer graphics. The Virtual Sets’ pertinent technologies are identified in computer graphics and have their given solutions and unsolved problems argued.


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