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Immersive Multimedia

In entertainmen
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.

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.

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.

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.

4. Wii (Motion-sensor Console)

The Wii is a home video game console released by Nintendo. As a seventhgeneration 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.

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.
Virtual Reality is often used to describe a wide variety of applications,
commonly associated with its immersive, highly visual, 3D environments. The
development of CAD software, graphics hardware acceleration, head mounted
displays, database gloves and miniaturization have helped popularize the
notion. In the book The Metaphysics of Virtual Reality, Michael R. Heim
identifies seven different concepts of Virtual Reality: simulation, interaction,
artificiality, immersion, telepresence, full-body immersion, and network
communication. The definition still has a certain futuristic romanticism
attached. People often identify VR with Head Mounted Displays and Data
Suits.

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 3D pictures, it is not yet possible to generate arbitrary scenes by a holographic
volumetric display.

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

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