智能科技让人们不离家就可超现实体验诸多娱乐活动。
从体育赛事到历史文化场馆,休闲行业正以创造性的方式扩展到虚拟(virtual reality)和增强现实(augmented reality)层面。这不仅让游戏界面给人给刺激的视觉体验,也提供了新的出行观赏视角。
一、让您在舒适的沙发上就可体验到奥运赛场的无限激情
如果有体育赛事能登上每个必看榜单,那它必然是奥运会。2016年的里约奥运会将会小试未来广播技术。奥运转播服务(Olympic Broadcasting Service)宣布将在开闭幕式和大量比赛中拍摄虚拟现实的画面。这些画面会以直播形式放送,观众也可下载观看。佩戴头显的用户将会像亲临现场一样体验火爆的现场氛围。脸谱网360(Facebook 360)和视频分享网360(YouTube 360)上发布的360度全方面视频让没有头显的用户能有虚拟现实的观看体验。
足球和橄榄球迷习惯使用即时回放,通过利用360度全方位技术重播激动人心的时刻,如今运动员也可从此项技术中获益。美国橄榄球训练就投入了虚拟现实这项技术。他们让运动员进入比赛画面,观察运动员的动作,借此来改善运动员的比赛表现。运用预先录制的视频,佩戴头显的运动员可以随意练习不同的跑位,运动员转头便可环顾全场。
2014年世界杯前,荷兰国家足球队运用专门开发的虚拟现实系统进行训练,远早于其他国家开始对虚拟现实系统进行试验。运用虚拟现实系统进行训练时,球员的动作和判断全部被记录下来,之后球员再和教练一起进行充分的分析和讨论。这套系统需要调动球场周围多个摄像头,用来进行预录制。在加入球员的数据后就可以产生跟真实比赛一样逼真的队友。
在美国,越来越多的体育赛事可以通过虚拟现实进行直播,这样观众就会有亲临现场的感觉,这些体育运动包括篮球、拳击、高尔夫和赛车。
二、工作三现状
360度全方位虚拟现实是转换戴头显用户周边环境的视听模拟技术,使用户可以全方位沉浸其中,就如同在现实生活中一样。虚拟现实涵盖直播、实时或者预录的视频。
虚拟现实还可以和平板以及智能手机上的应用程序相结合。用户回看视频时,他们可以通过倾斜或者旋转手机和平板来改变视角,亦或是实际点击屏幕,这些实际上成为了用户的眼睛。
三、技术背后的标准
增强现实和虚拟现实应用程序场景背后大有文章。诸多软件驱动组件,例如显示器、传感器、图像、地图和追踪技术都和硬件相联系,其中就包括头显设备、智能眼镜以及头盔等。IEC的许多技术委员会制定国际标准,建立检测体系,从而有助于保证该项技术使用部件的可靠性、安全性、效率性、互用性以及质量。ISO/IEC第一联合技术委员会的一个分技术委员会,即ISO/IEC JTC1/SC 29:关于音频、图像、多媒体以及超媒体信息的编码技术委员会已发布了ISO/IEC 23000-13国际标准,该项标准重点就在于用于保障增强现实影像呈现的数据格式。
IEC/TC 47:半导体器件技术委员会和IEC SC 47F:微机电系统确保了传感器和微机电系统(MEMS),它们对这项技术、工作可靠性和效率至关重要。同时IEC TC 100:音频、视频、多媒体系统和设备技术委员会针对这些系统和设备的质量和性能以及和其他系统和设备的互通性制定了国际标准。
Experiencing life like never before
Smart technology offers a virtually real experience for growing numbers of leisure activities without even having to leave home
June 08, 2016 by admin 0 Comment
From sports events to cultural and historic venues, the leisure industry is embracing virtual and augmented reality in creative ways, to make game viewing even more exciting and offer new travel perspectives.
Feel the Olympic buzz from your sofa
If there’s one sporting event that should be on every “to see” list, it’s the Olympics, and the 2016 Rio Games will showcase a taste of future broadcasting technology. The Olympic Broadcasting Service has announced it will be capturing virtual reality (VR) footage of the opening and closing ceremonies, as well as a number of events. This footage will be broadcast live and available for downloading. Headset users will be able to soak up the incredible stadium atmosphere as if they were there. Those without headsets will also be able to have the VR experience, thanks to 360 degree video publishing on the web, such as Facebook 360 or YouTube 360.
Football and soccer fans are used to almost instant replays, using 360-degree technology to relive exciting moments, but players can benefit too. American football is using VR for training and performance improvement by immersing players into the game and reviewing the moves they make. Using pre-recorded footage, players wearing headsets can practise different runs as often as they like and look around the entire ground by moving their heads.
The Dutch national soccer team trained with a specially developed VR system before the 2014 World Cup, which other teams have since trialled. The decisions and moves made while practising with the VR system were then fully analysed and discussed with coaches. The system was developed using multiple cameras around the pitch, which made the pre-recordings, and when player data was added, to create lifelike team members in a real game.
In the US, more sports are being streamed live in VR, so that viewers feel they are where the action is, including basketball, boxing, golf and motorcycle racing.
How it works
360-degree VR is an audio-visual simulation of an altered environment around users wearing headsets and makes it possible for them to look in all directions, as they would in real life. It can include live, real-time or pre-recorded footage.
This can also be combined with apps used on tablets and smart mobile phones. As users look back at footage, they can change their perspective by tilting and rotating the phone or tablet, or by actually touching the screen, which effectively becomes their eyes.
The Standards behind the technology
A lot goes on behind the scenes of augmented reality (AR) and VR apps. Software drives components such as displays, sensors, images, maps and tracking technology, which link to the hardware (headsets, smart glasses, helmets, etc.). A number of IEC technical committees produce International Standards and have testing systems which help ensure the reliability, safety, efficiency, interoperability and quality of the components within this technology. A Subcommittee (SC) of ISO/IEC Joint Technical Committee (JTC) 1, ISO/IEC JTC 1/SC 29: Coding of audio, picture, multi-media and hypermedia information, has published ISO/IEC 23000-13, a Standard which focuses on the data formats used to provide an AR presentation, designed to enable the use of 2D/3D multimedia content.
The work of IEC TC 47: Semiconductor devices, and IEC SC 47F: Microelectromechanical systems, ensures that sensors and MEMS, which are vital to this technology, work reliably and efficiently, while IEC TC 100: Audio, video and multimedia systems and equipment, produces Standards which contribute to the quality, performance and their interoperability with other systems and equipment.
Continue reading this e-tech article by Antoinette Price here.