The Use of VR in Journalism

Author(s):  
Irina Tribusean

After games, education, health, and military training, virtual reality (VR) conquered journalism, too. During the last several years, more and more journalists decide to experiment with the new technology, while some media organizations, like BBC, have dedicated departments for its development. Still, like any innovation, VR brought many opportunities, but also as many challenges (or maybe even more). Besides putting the audience in the middle of the event and increasing credibility, the use of VR for journalistic production also means new skills, new responsibilities towards the audience, and issues related to distribution of the products. This chapter starts with necessary definitions and background research, and then presents three opportunities and three challenges of the use of VR in journalism, finishing with further research suggestions as a conclusion.

Author(s):  
Armand J. Asencio ◽  
Ian C. Graham ◽  
Ryan Korsen ◽  
Guohua Ma ◽  
James McCusker

Abstract Virtual reality (VR) is a great new technology which has extensive applications, and it is imperative that there is a way to use VR comfortably. This will allow VR to become an everyday tool, creating a more interactive world. With more VR integration new technologies can be created and allow VR to expand further into fields like therapy or military training. However, VR comes with some unfortunate side effects. The cybersickness that many people experience when using a VR system has been shown to trigger a thermoregulatory response that causes sweating, the sensation of being excessively hot, as well as nausea. These symptoms of cybersickness make it uncomfortable to use a VR system for any long period of time. In order to combat this, the authors present a device which can effectively cool the user to extend the time duration a user can comfortably use a VR system.


2021 ◽  
Author(s):  
Kristian Kletke

Virtual reality (VR) is an immersive technology that is increasingly considered for use in the sports media space. With the proliferation of digital media, stakeholders in the sports ecosystem are looking to leverage new technology as part of their distribution strategy. This paper will seek to investigate the potential for virtual reality as a sports broadcasting medium. Through an exploration of various points of view in the field, use cases, and theoretical frameworks, this research will attempt to understand the various barriers to mainstream adoption. This MRP concludes that virtual reality for sport viewing is still in its infancy, but will pervade the market as a complementary broadcasting offering in the future. It will furthermore seek to outline a business model for virtual reality sports to monetize content.


Author(s):  
Hugh I. Connacher ◽  
Sankar Jayaram ◽  
Kevin Lyons

Abstract Virtual reality is a technology which is often regarded as a natural extension to 3D computer graphics with advanced input and output devices. This technology has only recently matured enough to warrant serious engineering applications. The integration of this new technology with software systems for engineering, design and manufacturing will provide a new boost to the field of computer-aided engineering. One aspect of design and manufacturing which may be significantly affected by virtual reality is design for assembly. This paper presents the ideas behind a current research effort aimed at creating a virtual assembly design environment and integrating that environment with a commercial, parametric CAD system.


Author(s):  
Miguel Pérez-Ramírez ◽  
Benjamin Eddie Zayas-Pérez ◽  
José Alberto Hernández-Aguilar ◽  
Norma Josefina Ontiveros-Hernández

Author(s):  
Pieter C. van de Woestijne ◽  
Wouter Bakhuis ◽  
Amir H. Sadeghi ◽  
Jette J. Peek ◽  
Yannick J.H.J. Taverne ◽  
...  

Background Major aortopulmonary collateral arteries (MAPCAs), as seen in patients with pulmonary atresia, are arteries that supply blood from the aorta to the lungs and often require surgical intervention. To achieve complete repair in the least number of interventions, optimal imaging of the pulmonary arterial anatomy and MAPCAs is critical. 3D virtual reality (3D-VR) is a promising and upcoming new technology that could potentially ameliorate current imaging shortcomings. Methods A retrospective, proof-of-concept study was performed of all operated patients with pulmonary atresia and MAPCAs at our center between 2010 and 2020 with a preoperative computed tomography (CT) scan. CT images were reviewed by two congenital cardiac surgeons in 3D-VR to determine additional value of VR for MAPCA imaging compared to conventional CT and for preoperative planning of MAPCA repair. Results 3D-VR visualizations were reconstructed from CT scans of seven newborns where the enhanced topographic anatomy resulted in improved visualization of MAPCA. In addition, surgical planning was improved since new observations or different preoperative plans were apparent in 4 out of 7 cases. After the initial setup, VR software and hardware was reported to be easy and intuitive to use. Conclusions This study showed technical feasibility of 3D-VR reconstruction of children with immersive visualization of topographic anatomy in an easy-to-use format leading to an improved surgical planning of MAPCA surgery. Future prospective studies are required to investigate the clinical benefits in larger populations.


1998 ◽  
Vol 3 (3) ◽  
pp. 7-12 ◽  
Author(s):  
C. Botella ◽  
S. Quero ◽  
C. Perpiñá ◽  
R.M. Baños ◽  
M. Alcañiz ◽  
...  

Virtual Reality (VR) is a new technology that is having a great impact on various areas of health science. The use of VR is of special interest in the treatment of psychological disorders. Reasonable data exist on the effectiveness of this technology in the treatment of different anxiety disorders. The present paper explains in detail a psychological program for the treatment of claustrophobia using VR, whose effectiveness has already been demonstrated. (Botella et al.,1998). In addition, we describe the technical aspects of the software and point out several limitations VR still presents in the area of psychological treatment. Color images and video clips are included with the CDROM version.


2020 ◽  
Vol 6 (1) ◽  
pp. 10-12
Author(s):  
Kenneth H Perrone ◽  
Katherine Sherman Blevins ◽  
Lyn Denend ◽  
Richard Fan ◽  
Justin Huelman ◽  
...  

The Stanford University Biodesign Innovation Fellowship teaches a needs-based methodology for the innovation of health technologies. This involves the direct observation of patient care in a variety of settings, ranging from the hospital to the home, to identify unmet needs that can be addressed via innovative new technology-based solutions. Expanding this model to educate a larger population of undergraduate and graduate students is limited by access to real clinical observations, partly due to hospital policies and patient privacy concerns. We hypothesise that the use of virtual reality (VR) can be an effective tool to provide students access to a variety of clinical scenarios for identifying needs for innovation. In this preliminary study, two undergraduate students observed clinical care live in the operating room (OR) and using VR headsets. The students identified needs in both settings and compared the two experiences with a short survey. While VR did not offer a complete replication of the OR experience, it served as a viable tool for learning how to make observations. VR merits further investigation as an educational tool for needs finding and as a proxy for live clinical observations.


Author(s):  
Gerardo Reyes Ruiz ◽  
Samuel Olmos Peña ◽  
Marisol Hernández Hernández

New technologies have changed the way today's own label products are being offered. Today the Internet and even more the so-called social networks have played key roles in dispersing any particular product in a more efficient and dynamic sense. Also, having a smartphone and a wireless high-speed network are no longer a luxury or a temporary fad, but rather a necessity for the new generations. These technological advances and new marketing trends have not gone unnoticed by the medium and large stores. The augmented reality applied to interactive catalogs is a new technology that supports the adding of virtual reality to a real environment which in turn makes it a tool for discovering new uses, forms, and in this case, spending habits. The challenge for companies with their private labels in achieving their business objectives, is providing customers with products and services of the highest quality, thus promoting the efficient and streamlined use of all resources that are accounted for and at the same time promoting the use of new information technologies as a strategic competitive.


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