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Development of Standards for Production of Immersive 360 Motion Graphics, Based on 360 Monoscopic Videos: Layers of Information and Development of Content

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Virtual, Augmented and Mixed Reality: Design and Development (HCII 2022)

Abstract

Virtual reality and immersive technologies are currently in full development. One of the most widely used formats in the medium are the 360 linear videos, which are proliferating thanks to the 360 cameras available today for the user. The forms of production, including filming and post-production, in this new medium have been transformed in many of their technical procedures. But what about computer-generated graphics, such as motion graphics? The creation of linear video content with the motion graphics technique, although increasingly common, requires specific procedures and techniques that differ from formats that do not fall into the category of 360, immersive or otherwise. In this paper, we aim to establish a series of mechanisms and standards, based on the knowledge gained from experience in filmed 360-degree videos, to help facilitate the development of motion graphics proposals, also considering the parameters of usability in virtual reality.

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Notes

  1. 1.

    That said, and based on the narrative levels established by Fonseca et al. (2021) [10], this paper proposes the existence of a potential format in which a total displacement through a given medium would be possible - albeit with established limits, which they categorize as Spatial Level 3 - and which, on the other hand, presents a linear narrative - which characterizes video, and which Durán Fonseca et al. (2021) [10] stipulate as Narrative Level 1 - implying that there is no possibility of influencing the medium. This description would be a kind of "free-scrolling video". Curiously, there are hardly any creations in this format, precisely because of the technical differences in the creation of 360 videos, using cameras, but also motion graphics, and other formats with a higher level of interaction, for which game engine technologies are used, as in the case of Unreal.

  2. 2.

    Agency refers to the ability of the viewer/user to influence the environment in a given digital technology. The term refers more specifically to the realm of virtual reality, although it can be extrapolated to any technology that potentially fits into the realm of extended reality.

  3. 3.

    This phenomenon only occurs in video format, as there are other media with a degree of immersion, not necessarily high, which provide a high degree of interaction with the story and the medium, such as video games.

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Correspondence to Jose Luis Rubio-Tamayo .

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Rubio-Tamayo, J., Gertrudix, M., Barro, M. (2022). Development of Standards for Production of Immersive 360 Motion Graphics, Based on 360 Monoscopic Videos: Layers of Information and Development of Content. In: Chen, J.Y.C., Fragomeni, G. (eds) Virtual, Augmented and Mixed Reality: Design and Development. HCII 2022. Lecture Notes in Computer Science, vol 13317. Springer, Cham. https://doi.org/10.1007/978-3-031-05939-1_5

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  • DOI: https://doi.org/10.1007/978-3-031-05939-1_5

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