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Keywords = Cinematic Virtual Reality

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20 pages, 15206 KB  
Project Report
Vaulted Harmonies: Archaeoacoustic Concert in Notre-Dame de Paris
by David Poirier-Quinot, Jean-Marc Lyzwa, Jérôme Mouscadet and Brian F. G. Katz
Acoustics 2025, 7(4), 66; https://doi.org/10.3390/acoustics7040066 - 15 Oct 2025
Cited by 2 | Viewed by 1646
Abstract
This paper presents Vaulted Harmonies, a 66-min animated feature film created as part of the scientific outreach effort of the Past Has Ears at Notre-Dame project (ANR-PHEND). The project investigates the historical acoustics of Notre-Dame de Paris and their influence on music over [...] Read more.
This paper presents Vaulted Harmonies, a 66-min animated feature film created as part of the scientific outreach effort of the Past Has Ears at Notre-Dame project (ANR-PHEND). The project investigates the historical acoustics of Notre-Dame de Paris and their influence on music over the centuries. The film is structured around eleven musical pieces spanning the 12th to 20th centuries, each chosen for its relevance to the cathedral’s history and musical heritage. Details include how each piece was recorded and auralised using a calibrated geometric acoustic model that reflects the acoustics of the corresponding historical period. Further details describe the creation of the CGI renderings of Notre-Dame, which feature animated musicians synchronised with the music they perform, enhancing the immersive quality of the experience. These musical performances are interwoven with short documentary-style segments that provide historical and musicological context. The film adopts a first-person perspective in which the acoustics and visuals dynamically follow the camera’s movement, offering a virtual reality-like experience in a cinematic format. Vaulted Harmonies thus functions both as an engaging archaeoacoustic outreach project and as a standalone virtual concert rooted in historically informed performance and production. Full article
(This article belongs to the Special Issue The Past Has Ears: Archaeoacoustics and Acoustic Heritage)
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20 pages, 9063 KB  
Article
Exploring the Potential of Three-Dimensional Imaging, Printing, and Modeling in Pediatric Surgical Oncology: A New Era of Precision Surgery
by Arnau Valls-Esteve, Núria Adell-Gómez, Albert Pasten, Ignasi Barber, Josep Munuera and Lucas Krauel
Children 2023, 10(5), 832; https://doi.org/10.3390/children10050832 - 3 May 2023
Cited by 27 | Viewed by 5953
Abstract
Pediatric surgical oncology is a technically challenging field that relies on CT and MRI as the primary imaging tools for surgical planning. However, recent advances in 3D reconstructions, including Cinematic Rendering, Volume Rendering, 3D modeling, Virtual Reality, Augmented Reality, and 3D printing, are [...] Read more.
Pediatric surgical oncology is a technically challenging field that relies on CT and MRI as the primary imaging tools for surgical planning. However, recent advances in 3D reconstructions, including Cinematic Rendering, Volume Rendering, 3D modeling, Virtual Reality, Augmented Reality, and 3D printing, are increasingly being used to plan complex cases bringing new insights into pediatric tumors to guide therapeutic decisions and prognosis in different pediatric surgical oncology areas and locations including thoracic, brain, urology, and abdominal surgery. Despite this, challenges to their adoption remain, especially in soft tissue-based specialties such as pediatric surgical oncology. This work explores the main innovative imaging reconstruction techniques, 3D modeling technologies (CAD, VR, AR), and 3D printing applications through the analysis of three real cases of the most common and surgically challenging pediatric tumors: abdominal neuroblastoma, thoracic inlet neuroblastoma, and a bilateral Wilms tumor candidate for nephron-sparing surgery. The results demonstrate that these new imaging and modeling techniques offer a promising alternative for planning complex pediatric oncological cases. A comprehensive analysis of the advantages and limitations of each technique has been carried out to assist in choosing the optimal approach. Full article
(This article belongs to the Special Issue New Research in Pediatric Surgical Oncology)
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17 pages, 1726 KB  
Article
Viewer’s Role and Viewer Interaction in Cinematic Virtual Reality
by Lingwei Tong, Robert W. Lindeman and Holger Regenbrecht
Computers 2021, 10(5), 66; https://doi.org/10.3390/computers10050066 - 18 May 2021
Cited by 18 | Viewed by 7543
Abstract
Cinematic Virtual Reality (CVR) is a form of immersive storytelling widely used to create engaging and enjoyable experiences. However, issues related to the Narrative Paradox and Fear of Missing Out (FOMO) can negatively affect the user experience. In this paper, we review the [...] Read more.
Cinematic Virtual Reality (CVR) is a form of immersive storytelling widely used to create engaging and enjoyable experiences. However, issues related to the Narrative Paradox and Fear of Missing Out (FOMO) can negatively affect the user experience. In this paper, we review the literature about designing CVR content with the consideration of the viewer’s role in the story, the target scenario, and the level of viewer interaction, all aimed to resolve these issues. Based on our explorations, we propose a “Continuum of Interactivity” to explore appropriate spaces for creating CVR experiences to archive high levels of engagement and immersion. We also discuss two properties to consider when enabling interaction in CVR, the depth of impact and the visibility. We then propose the concept framework Adaptive Playback Control (APC), a machine-mediated narrative system with implicit user interaction and backstage authorial control. We focus on “swivel-chair” 360-degree video CVR with the aim of providing a framework of mediated CVR storytelling with interactivity. We target content creators who develop engaging CVR experiences for education, entertainment, and other applications without requiring professional knowledge in VR and immersive systems design. Full article
(This article belongs to the Special Issue Advances in Seated Virtual Reality)
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23 pages, 1465 KB  
Article
Guidance in Cinematic Virtual Reality-Taxonomy, Research Status and Challenges
by Sylvia Rothe, Daniel Buschek and Heinrich Hußmann
Multimodal Technol. Interact. 2019, 3(1), 19; https://doi.org/10.3390/mti3010019 - 19 Mar 2019
Cited by 102 | Viewed by 11543
Abstract
In Cinematic Virtual Reality (CVR), the viewer of an omnidirectional movie can freely choose the viewing direction when watching a movie. Therefore, traditional techniques in filmmaking for guiding the viewers’ attention cannot be adapted directly to CVR. Practices such as panning or changing [...] Read more.
In Cinematic Virtual Reality (CVR), the viewer of an omnidirectional movie can freely choose the viewing direction when watching a movie. Therefore, traditional techniques in filmmaking for guiding the viewers’ attention cannot be adapted directly to CVR. Practices such as panning or changing the frame are no longer defined by the filmmaker; rather it is the viewer who decides where to look. In some stories, it is necessary to show certain details to the viewer, which should not be missed. At the same time, the freedom of the viewer to look around in the scene should not be destroyed. Therefore, techniques are needed which guide the attention of the spectator to visual information in the scene. Attention guiding also has the potential to improve the general viewing experience, since viewers will be less afraid to miss something when watching an omnidirectional movie where attention-guiding techniques have been applied. In recent years, there has been a lot of research about attention guiding in images, movies, virtual reality, augmented reality and also in CVR. We classify these methods and offer a taxonomy for attention-guiding methods. Discussing the different characteristics, we elaborate the advantages and disadvantages, give recommendations for use cases and apply the taxonomy to several examples of guiding methods. Full article
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