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Immersive imaging at photokina in ivrpa booth, Day three – FujiFilm FinePix Real 3D W3 User Manual

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SEPTEMBER 2010

Day Three

world of imaging

2010

the marketing skills to reach consumers through a B2C business model,

having grown their business in a B2B market. However, some of

these “newcomers” have chosen to become production facilities only,

partnering with marketing companies. The UK based Minotaur Group

only began photobook production at the end of 2009 but already expects

2010 sales to be in the multi-million British Pound level. The company

has developed a unique free downloadable smartphone application that

lets users create an A6 (145 x 105mm) photobook with 15 photos. The

photobook is completed within one working day after being received by

the company.

Are “hardcopy” photobooks enough? They certainly have

limitations: they can only contain photos and text., and they cannot

be viewed remotely. Are we ignoring “digital” photobooks that could

also include video clips, music, animation, audio/voice and even

hyperlinks? The concept of creating a digital photobook that could

be accessed from any digital television merely by using the remote is

not new. It was suggested by CeWe Color three years ago, although it

has not been commercialized because of the slow rate of adaption for

digital TVs in Europe. We have been optimistically projecting that this

market segment would grow rapidly, but have been disappointed by the

lukewarm interest of the photo-imaging industry. Our current estimates

and forecast for the market, including those CD/DVs that are made in

conjunction with hardcopy photobooks, is shown in the Figure.

Hopefully, we are now being too pessimistic. However, it would

be sad to see this developing market segment migrate to the consumer

electronics/entertainment companies after all the investment that our

industry has made in teaching consumers worldwide how much fun it is

to record their life events as a story rather than as individual pictures.

Don Franz

Immersive Imaging at Photokina in IVRPA Booth

I

n the 19

th

century, artists painted large-scale,

realistic scenes on the inside of a cylinder.

Standing in the middle of the cylinder, a

viewer would feel as if he was seeing a distant

place because the image wrapped around him

filling his vision. They were called cycloramas

from the Greek words cycl to circle and orama

to view. Dozens of cyclorama buildings, either

circular or hexagon-shaped, were constructed in

cities throughout North America and Europe by

the late 1800’s.

Apple brought such an immersive visual

experience to the computer monitor when they

introduced QTVR (QuickTime Virtual Reality)

in 1994. QTVR also introduced something

new - virtual objects that could be rotated and

viewed from all sides on a computer monitor.

During the late 1990’s a number of companies,

including IPIX, offered immersive imaging

solutions. More recently, most of the companies

that had been instrumental in promoting

virtual reality immersive imaging have either

disappeared of lost interest in the technology.

My friend Scott Highton is based in the San

Francisco bay area and was the first outside

photographer brought in by Apple Computer to

use, evaluate and test QuickTime VR. He was

also one of the earliest photographers to work

with Internet Picture’s PhotoBubble technology

(IPIX). In his new book Virtual Reality

Photography - Creating Panoramic and Object

Images, Scott shares his extensive knowledge

about every aspect of successful panoramic and

object VR photography in 24 detailed chapters.

His web site, Virtual Reality Photography

(www.vrphotography.com), is an online

international resource for information about

interactive photography, immersive imaging and

photographic virtual reality (VR).

I recently asked Scott for his views on the

future of virtual reality immersive imaging.

He said, “Immersive imaging and interactive

VR photography have, for some time, been on

the verge of explosive growth. I think that time

may now be upon us. Most of the obstacles of

the past - restricted bandwidth, lack of format

standards, difficulty of production - have been

mitigated, if not eliminated in recent years.”

“Today, we are seeing the use of VR

photography across a broad spectrum of

commercial industries, from real estate, travel,

and hospitality, to manufacturing (automotive,

aircraft, boating etc.), entertainment, scientific

study, and education. Software applications

such as PTGUI (www.ptgui.com) and others

have made the assembly of seamless VR

panoramas easy enough for almost anyone to

do. Panoramic image sequences for stitched

assembly can be shot with almost any camera

and lens combination using with VR pan heads

such as those from Manfrotto (www.manfrotto.

com), Nodal Ninja (www.nodalninja.com),

Peace River Studios (www.peaceriverstudios.

com), and Kaidan (www.kaidan.com).”

He continued, “It’s an exciting time to be a

VR photographer. The opportunities for use of

interactive photography abound. It will be the

creative visual storytellers who succeed in these

markets (much like with traditional still and

motion photography). There are tremendous

choices available for good equipment (cameras,

grip, and lighting gear), as well as software

options. All the tools are out there today... it’s

simply up to the photographer to choose them

and use them well.”

You can experience virtual reality

photography yourself at Photokina in the

IVRPA booth in Hall 4.1 Stand A010. The

International Virtual Reality Photography

Association (IVRPA) represents more than

400 panoramic photographers world-wide

and their booth will feature an exhibition of

panoramic prints and gigapixel prints; a display

of interactive VR panoramas on monitors and

video projectors; as well as public workshops

on VR photography given by IVRPA staff and

sponsors.

Fred Shippey