Page 24 - AC/E Digital Culture Annual Report
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proach to the practical work for further devel- oping virtual reality systems should allow for the gathering of information about the design and its usability, while the designs and the associated constructive work must be incorporated and promoted after being validated by experience. The concepts, theories, methods and integrative models should act as a link between design solutions and experimental work [Oulasvirta] [Boletsis]. This approach requires reformulating the previously used models to measure both user experience and human-machine interactions, and to try resolving the problems from a fresh perspective.
To date, advances in VR have resulted from the evolution of hardware solutions. These are the solutions that impact and drastically change the VR user experience. Some key elements
of VR services and applications, such as text management within the virtual environment or aspects related to motion [Bozgeyikli], need to be reexamined from the perspective of usability and focus on the user experience they provide. Of course, there have been steps in the right direction (such as the experimental works of [Porta] and [Kitson] for the introduction of text and virtual mobility, respectively), but more effort is needed to bring about the advances demanded by the user in this rapidly changing field of virtual reality.
Holography is a photographic technique that uses light to project a three-dimensional object that is not physically there.
Holography
Holography is a photographic technique that uses light to project a three-dimensional object that is not physically there. A hologram is a photographic recording of a field of light used to show a complete three-dimensional (3-D) image of the holographed object, which can be per- ceived without the aid of a lens. The main
objectives of current research are to expand the angle of vision and the size of 3D images.
Fig 9. Hologram [RTVE]
Real-time holography of a live scene, object or person requires considerable computer equipment, including high-resolution cameras, depth-perception sensors, and accurate high- speed reproduction of live video [Kim].
The main driver of holographic and volumetric display technology today is the entertainment industry, considering applications such as television and 3D cinema, videogames and the development of new models of mobile devices [Sano].
Beyond entertainment, however, there are several fields that include art, biomedical imaging, scientific visualization, engineering design, among others, that are starting to use holograms, especially since the technology is becoming more easily accessible. Holograms are also now being used in industry, marketing and advertising, as well as for specific training and qualification. Gaining traction in particular are interactions with the projected image.
There has been significant growth in the re- search and development of holographic (and 3-D volumetric) display technology. In fact, a market research report published in 2015 by Markets and Markets on the growth of the holographic screen market estimates that it will reach €2.5 billion in 2020 [M&M].
        IMMERSIVE CREATIVITY, CREATIVE IMMERSIVITY · JOSÉ MANUEL MENÉNDEZ AND DAVID JIMÉNEZ BERMEJO
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