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Showing posts from October, 2018

Draft Pitch Feedback - Formative Assessment

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A formative assessment took place on Monday 29th October 18, where I presented an initial idea and got feedback from my peers and lecturers. Initially I decided to present an idea, where a show/film would incorporate 360' cameras in it's broadcasting, to give audience a more immersive experience. I have attached the pitch below. I was given feedback straight after and one thing is made clear, 360' is not very exciting. Although it gives the audience the opportunity to view everything around them, it was very basic and didn't bring anything new to broadcast. There is lack of narrative structure as there is no cuts and it stops the story from progressing. Audience are used to shows that offer various angles and cuts regularly, therefore with 360' the audience would get bored easily and quickly. Watching a game in football stadium or listening to live music concert from a single angle isn't very interesting. In addition, from the feedback I realised that...

VR Headsets

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A virtual reality headset is a heads-up display ( HUD ) that allows users to interact with simulated environments and experience a first-person view (POV). VR headsets replace the user’s natural environment with  virtual reality  content, such as a movie, a game or a prerecorded  360-degree VR  environment that allows the user to turn and look around, just as in the physical world. Different  types of VR headsets  are available to discover the range of virtual reality experiences available. Some require a  tethered connection to a PC , while others are fully standalone with built-in computing power, and others use a smartphone. T he tethered hardware to experience has traditionally been expensive, bulky and power-hungry. Today, mobile VR headsets, which are basically goggles that will hold a smartphone, have allowed VR apps to spread into the consumer market. VR apps for both mobile and tethered apps incorporate technology such as gaze tracki...

Augmented Reality - the uses, positives and negatives.

To understand Augmented Reality further I researched into it's uses and the positive and negative aspects of the technology.  Augmented reality and virtual reality are redefining the way in which we communicate, shop, and interact with each other and the environment  It continues to excite users with the new ways in which the lines are blurred between computer generated technology and real-life. However, it also comes with it's disadvantages.  Here are some ways AR technology is being used and some potential uses it may have in the future. 1. Medical Training From operating MRI equipment to performing complex surgeries, AR tech holds the potential to boost the depth and effectiveness of medical training in many areas. From example using AR headsets to learn about human anatomy in an interactive 3D format. It can also be used in other fields such as military.  2. Retail In today's physical retail environment, shoppers ...

VR/AR/MR and 360', whats the difference?

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The world of technology can be difficult to understand, as someone who is new to the VR/AR scene I have decided to do some research to understand their difference and what sets them apart.  Virtual Reality (VR) Virtual reality (VR), which can be referred to as immersive multimedia or computer-simulated reality, replicates an environment that simulates a physical presence in places in the real world or an imagined world, allowing the user to interact in that world.  Virtual reality is the umbrella term for all immersive experiences, which could be created using purely real-world content, purely synthetic content or a hybrid of both. Augmented Reality (AR) Augmented reality (AR) is a live, direct or indirect view of a physical, real-world environment whose elements are augmented (or supplemented) by computer-generated sensory input such as sound, video, graphics or GPS data. Augmented reality is an overlay...

Introduction

   Hello and w elcome to My Blog.  My name is Fahad Miah and I am a Television Production student from Ravensbourne University of London. As part of my 'Professional Initiative' unit, I will be exploring recent developments and emerging trends in the broadcast and wider creative industries. I will then, through a process of research, innovation and experimentation, will devise a creative application for the knowledge I have gathered and develop a project to pitch.   I have decided to explore the world of VR, AR, 360' and MR technology, as they are an exciting trend at the moment and posses various capabilities with much potential.  My objective through this research is to find an unique usage for this kind of technology that I can incorporate into my project. The deadline for the this project is Wednesday 5th December, when I will be submitting my Research Blog and Video Pitch. There will al...