Presentations from our members

Visual Immersion for Greater Learning Gains in Digital Domes

Presented by KaChun Yu, Denver Museum of Nature and Science at the IMERSA 2016 Summit.
Digital video fulldome has long been heralded as a revolutionary educational technology; yet the research literature showing its effectiveness has been sparse. We briefly review what the current research says about the use of digital domes for learning. Based on results of a study using fulldome technologies to teach college undergraduates, we reveal how dome visuals shown on a large display, with a wide field-of-view and a deep sense of immersion, can lead to greater learning gains in the treatment audience compared to control groups (including those who saw similar content on a flat screen). Such improved performance may result from the reduced cognitive load that is possible when using an immersive virtual environment, with consequences not only for lectures in formal education, but also the continuous "narrative journeys" that are commonly found in fulldome film.

Proven Methods for a Faster Render

A presentation about a technique to improve renders, by David Merrell. As shows scale higher in resolution, it becomes more imperative to find ways to save on corrections and render time. I present methods we've implemented to avoid pitfalls, scale for planetariums of all resolutions and reach final frame faster.
From the IMERSA 2016 Summit.

Shooting 360 Trials and Successes: Tales from On Location

Presented by Jay Heinz, Digital Production and Exhibits Manager, Morehead Planetarium (jayheinz.com)
From the IMERSA 2016 Summit.
What are the challenges and opportunities of shooting 360 in the Galapagos Islands for VR and fulldome? UNC-Chapel Hill, the Washington Post and Morehead Planetarium collaborated to shoot content in one of the most unique places on Earth. From missed flights to broken drones to almost being shut down by the Ecuadorian park service, we learned the ins and outs of shooting 360 on the fly when help is only a thousand miles away.

Real Developments in Virtual Reality

A panel discussion about the use and applications of VR in Hollywood and beyond. Hosted by Paul Fraser (Blaze Digital Cinema Works, super78.com), and featuring panelists Robert Coker (Senior Show Writer/Creative Development, Super 78, super78.com); Devin McGinn (Devin McGinn, Director of Creative Media, The VOID (thevoid.com)), Chuck Peil. (Head of Business Development & Co-Founder, ReelFX (reelfx.com)), and Mattias Pusch ( EVP Business Development & Co-Founder, WorldViz (worldviz.com))
From the IMERSA 2016 Summit.

Towards the New Generation of Immersive Experiences

Kevin Williams, Digital Out-of-Home Interactive Entertainment (DNA), dna-association.com
From the IMERSA 2016 Summit.
A presentation that looks at the development of media attractions, dome theaters and virtual reality technology towards the new generation of immersive experiences.

The Virtual Museum

Presented by Mats Reiniusson, IAIA.
From the IMERSA 2016 Summit.
The Virtual Museum is an open-source collection management software that allows you to curate 3D and 2D objects within a virtual space such as a gallery or museum. The case study is the Institute of American Indian Art’s contemporary art collection which emcompasses over 8,000 items including paintings, weavings, and sculpture. These items are digitally prepared through photogrammetry and integrated into a complex virtual environment capable of network-based collaboration. The Virtual Museum can be reproduced on the digital dome, head-mounted displays, and other systems.

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