Introduction About ImmVRse


Introduction About ImmVRse


Introduction



ImmVRse will be the first decentralized and distributed digital video platform that will allow content creators, brands and advertisers around the world to collaborate and produce the best of what Virtual Reality has to offer. The platform will employ its own unique digital currency aptly known as ImmVRse token, which will be form of payment between all parties within the ecosystem. Using cryptographic signatures, the application will be able to mirror file locations and record transactions across multiple nodes to ensure data and transactional records within the blockchain cannot be altered retroactively. ImmVRse will focus primarily on VR/AR/Mixed reality and is easily scalable to embrace other forms of media production such as, 3D animation. Currently, there is no other platform providing the ability to showcase VR content and allowing direct employment as a result.

What Is Virtual Reality?

Virtual Reality (VR) is the umbrella term for all immersive experiences created using real-world content, purely artificial content or a hybrid of both. Within this, there are 4 core types:
- 360° Video
- Computer Generated VR (CGVR)
- Augmented Reality (AR)
- Mixed Reality (AR)

360° VIDEO
360-degree videos are video recordings where a view in every direction is  recorded at the same time. Real world content is filmed using an omni-directional camera or a collection of cameras, to allow viewing from every angle.

COMPUTER GENERATED VIRTUAL REALITY (CGVR)
Computer Generated Virtual Reality (CGVR) is essentially the synthetic version of a 360-degree video. Immersive content is created using computer rendered images.

AUGMENTED REALITY (AR)
Augmented reality (AR) is an overlay of content on the real world, but that content is not anchored to or part of it. The real-world content and the CG content are not able to respond to each other.

MIXED REALITY (MR)
Mixed reality (MR) is an overlay of synthetic content on the real world that is anchored to and interacts with the real world. The key characteristic of MR is that the synthetic content and the real-world content are able to react to each other in real time.

We Can use it everyday and quite helpful to us in a variety of things, for examples:
HEALTHCARE
Virtual reality has multiple applications for healthcare. One use, which is not entirely new, is the use of VR in therapy. For example, psychiatrists at the University of Louisville use VR in cognitive behaviour therapy to treat patients with social anxieties or phobias such as flying, public speaking and heights. The controlled environment allows doctors to expose their patients to simulations and direct them on how to cope with how they are feeling.

EDUCATION

Producing training videos to assist in learning in schools as well as in the job training for professionals, VR has seen huge growth in this sector. The military has also invested in VR material as part of their recruitment campaigns.
TOURISM
 Many hotels have begun offering tours around their resorts using VR. Marriott Hotel unveiled an advertising campaign named “The Teleporter” in 2015, where guests were given the opportunity to explore the beaches of Hawaii and London’s Tower 42 in a custom-made special effects booth3 . Guests were provided with a virtual headset that took them to their desired destination for 100 seconds. The 4D technology meant that users were not only able to see but also feel the environment around them, allowing holiday-goers to explore different locations before making a booking.
ADVERTISING
As more companies are shifting towards virtual reality, big brands are starting to produce their own VR advertisements. The strong attraction that VR holds towards advertising is its ability when presented effectively to completely immerse its audience into an experience thus allowing brands to emphasize their intended individual message. VR also results in a much deeper emotional impact than regular advertisement could be capable of, lending itself to a much higher level of engagement. YouTube has already launched a dedicated VR channel, which can be viewed using any commercial VR headset including Google cardboard. In turn, this will require companies to produce VR advertisements to complement the videos being produced.

FILMS AND VIDEOS
One of the most attractive features of VR is being able to completely revolutionise the way a story is told. VR has the potential to dramatically enrich the cinematic experience for audiences everywhere, thrusting them directly into the midst of the action and allowing them to exist outside of their personal realities for instance changing their persona or even their gender. VR enables viewers to “live” the story from the perspective of a character within the film, instead of simply feeling like an observer in a dark theatre or room. The Cannes film festival this year showcased a VR film created by Oscar-winning director Alejandro G.Iñárritu “Carne y Arena”, a six-minute piece about a group of Latin immigrants crossing the border through the Arizona desert, where they are then caught by the U.S. authorities. The audience experienced the film in a sand-strewn space the size of a few basketball courts, in order to simulate a desert, accompanied by an Oculus headset4 .


Official Website ImmVRse
Source: Whitepaper
My Bitcointalk: yudha409

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