The 360 ViSi project builds on available knowledge from successful as well as unsuccessful media concepts by 360° video and related media technologies, like virtual, augmented, mixed and extended realities, applied in simulators, games and other learning, media and entertainment products.
The aim is to explore how cutting-edge features of 360° interactive video technology may be utilized pedagogically, in digital tools for learning.
In this section you will find articles on our studies and analyses of the latest in 360° interactive video along both technical, content and pedagogical perspectives, as well as studies of current related projects and useful tools and services.
The articles are created through the collaborative interaction between the experts of the 360 ViSi partners and other invited experts and stakeholders.
Definitions of current terms referred to in the articles:
|AR – Augmented Reality||A technology that superimposes a computer-generated image on a user’s view of the real world, thus providing a composite view.|
|ASPIRE||A framework developed by Helm – University of Nottingham and used to help scaffold all stages of RLO development.|
|LMS||Learning Management System|
|MR – Mixed Reality||Combination of virtual and augmented reality.|
|RLO||Reusable Learning Object|
|SDK||Software Development Kit|
|VR – Virtual Reality||Computer-generated simulation of a three-dimensional image or environment that can be interacted with in a seemingly real or physical way by a person using special electronic equipment, such as a helmet with a screen inside or gloves fitted with sensors.|
|XR – Extended Reality||Combination of all real and virtual environments together with human-machine interactions generated by computers and other devices. It includes representative forms of virtual, augmented and mixed reality.|
|360° Video||The virtual environment where the user is located has been generated prior to the experience usually through photography or a video obtained with 180° / 360° cameras.|
|360° 3D Video||The virtual environment where the environment is implemented using a stereoscopic video source. Method to present two offset images separately to the left and right eye of the viewer to achieve the effect of three dimensions.|