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Where are you?: an immersive experience in the panoscope 360°

Published: 23 October 2006 Publication History

Abstract

The Panoscope 360® is a single channel immersive display composed of a large inverted dome, a hemispheric lens and projector, a computer and a surround sound system. From within, visitors can navigate in real-time in a virtual 3D world using a handheld 3-axis pointer/selector. In Where are you?, the featured program, immersed visitors are invited to explore an artificial world of many scales and to meet other live and pre-recorded beings. The program puts the subject (visitor, actor, protagonist) in control of his/her position, the path and speed of his/her journey and, more interestingly perhaps, the scale at which he/she is prepared to "exist.

References

[1]
Luc Courchesne, Panoscope 360°, Sketch and Applications, Siggraph2000.
[2]
Michael Abbink, Joshua Distler, Jim Pomeroy: A Retrospective, San Francisco: New Langton Arts, 1999.
[3]
Stephan Ottermann, The Panorama: History of a Mass Medium, New York: Urzone Books, 1996.
[4]
Kees Boeke, Cosmic View, the Universe in 40 Jumps, New York : The John Day Company, 1957.
[5]
Philip Morisson et al., The Powers of Ten: About the Relative Sized of the Universe, New York: Scientific American Library, 1984.
[6]
Edmund Burke, Recherche Philosophique sur l'origine de nos idées du Sublime et du Beau, Paris: librairie philosophique J. Vrin, 1998.
[7]
Gillen d'Arcy Wood, The Shock of the Real: Romanticism and Visual Culture, 1760--1860, New York: Houndmills Palgrave, 2001.

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  • (2016)Why 360° and VR headsets for movies?Actes de la 28ième conference francophone sur l'Interaction Homme-Machine10.1145/3004107.3004117(211-220)Online publication date: 25-Oct-2016

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  1. Where are you?: an immersive experience in the panoscope 360°

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    cover image ACM Conferences
    MM '06: Proceedings of the 14th ACM international conference on Multimedia
    October 2006
    1072 pages
    ISBN:1595934472
    DOI:10.1145/1180639
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 23 October 2006

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    Author Tags

    1. artificial reality
    2. immersion
    3. interaction
    4. modernity
    5. telepresence

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    MM06
    MM06: The 14th ACM International Conference on Multimedia 2006
    October 23 - 27, 2006
    CA, Santa Barbara, USA

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    Overall Acceptance Rate 2,145 of 8,556 submissions, 25%

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    • (2016)Why 360° and VR headsets for movies?Actes de la 28ième conference francophone sur l'Interaction Homme-Machine10.1145/3004107.3004117(211-220)Online publication date: 25-Oct-2016

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