Immersive & Interactive Low-Cost Home-Cinema
Entertainment:
The Philosophy
behind Virtual Emulated-Reality (VER)
by Dzmitry Alexandrovich Vasilyeu (Author)
ABSTRACT
At first sight all this may look like a lot of hype
and not much substance, especially if to pay attention to exploiting
quasi-anaglyph graphic designed to be observed with the usage of VerQAG-device
equipped with color-pair filters. This is a "seemingly nonsense" to
use "old-fashioned anaglyph" technology for virtual reality environment
but IT IS CERTAINLY NOT! For instance, the usage of lenses with color-pair
filters might be determined by home-cinema spectators who are color-blind or
stereo-blind.
The usage of VerQAG-device with color-pair filters may
compensate for color-blindness and depth-perception loss and can be tailored to
an individual’s visual impairments so viewers may enjoy created hologram-like
imagery that adjusts itself to the subject’s eye conditions. The user types in
their eye prescription and the system adjusts the apparent 3D depth of the
image to bring it into focus. The algorithm can even take into account more
serious eye problems by splitting the image into segments and placing the
segments at focal depths that avoid the damaged part of the eye.
Virtual
Emulated Reality
Animation City
Animation City
VERA-City PROJECT
“VERA-City” (Virtual Emulated Reality
Animation City) Project is focused on creating brand-new game-engine multi-streaming users-oriented networking sub-platform (aka VERA-City sup-platform), integrated into DPP-Platform, that implements audiovisual content applications designed for practicing “Doubled Objects Stereo Abstracted Vision Entertainment Therapy” training-based programs which require the usage of “VerQAG”
head-mounted device.
VERA-City Project mission is to evaluate success results of practicing “Doubled
Objects Stereo Abstracted Vision Entertainment Therapy” as an alternate vision
therapy to be effective and medically proven as a treatment for binocular
vision impairments, such as lazy eye, crossed eyes, double vision, and
strabismus, loss of stereoscopic vision, and poor depth and tracking.
The combined practice of “Doubled Objects Stereo Abstracted
Vision Entertainment Therapy” and “SELF-HYPNOSIS MEDITATIVE SLEEP-THERAPY” is
anticipated to be very helpful in many cases of children’s and adult’s disabilities
or developmental delays such as dyslexia, autism and the attention deficit
disorder, and much more.
Through providing users’ big-data processing and analyzing together
with testing-applications for vision deprivations online examination, VERA-City
sup-platform is targeting to organizing “Children's and Adults’ Visual Learning
Center for visual health”.
The concept of practicing “Doubled Objects Stereo Abstracted Vision Entertainment Therapy” as a form of "physical visioning therapy» is proposed for the eyes and brain mindfulness training
that consists of a program of eyes-tracked exercises which have a great
potential for improving vision by systematically applying training on the based
on the usage of “VerQAG”.
Due to the “Bi-Visual Fluctuations Perception” phenomenon the viewing an anaglyphic, red-cyan,
yellow-cyan and red-green side-by-side pictures with the usage of “VerQAG” is
to be considered useful in treating problems with binocular vision or stereo
vision such as, amblyopia and strabismus.
The techniques and technologies of employing
“Bi-Visual Fluctuations phenomenon” for “Doubled Objects Stereo Abstracted
Vision Entertainment Therapy” (aka “DOSAVET” ) have been developed by
me and are to be recognized by optometrists and ophthalmologists as innovations
in the field. “DOSAVET” applications, employed for self-directed and self-help program of eye exercises, are designed to be widely advertised and marketed to the public as innovation-based tools that help developing appropriate clear methodology and home-based “cheap” examination and treatment employment without involving medically conducted-in-office supervised therapeutic procedures and regulated medical devices used by optometrists.
VERA-City sub-platform aims at giving the opportunity to deploy user’s game-engine individualized audiovisual stimulating applications and to use special features which are dedicated to easily-making of 3D/2D game-based content across all major mobile, VER, desktop, console, and TV platforms including WebVER 360 Image/Video by employing quasi-anaglyph graphic-making technique that allows users’ “self-healing through self-entertaining” finding themselves at the center of revolutionary-updated Quasi-Anaglyph World with VerQAG.
Virtual emulated-reality animation, abbreviated as VER-Anim, is
an educative sampling animation to be exploited as a key-graphic interactive
application addressed to the viewing quasi-anaglyph images for their visual
benefits and experiencing VER-immersion for brain mindfulness training.
The simple
animation samples presented at this page are designed just to illustrate, without
revealing the conceptual graphic-making peculiarities, how quasi-anaglyph graphic-based
animated artworks containing my personal photographs looks like. By using the anaglyph goggles for viewing such samples this
is quite easy to notice that the stereo-effect observed and horizontal parallax
background moving-effect are pretty slight (if not absent at all).
VER-Anim Intro
Virtual emulated-reality animation is based upon mixed-version digest-adaptations for "Dreaming Upside Down" animated cartoon and "FREE-DOM" animated movie.
VER-Anim is to be presented in two forms of animated graphics to be viewed with the usage of virtually emulated reality quasi-anaglyph goggles or anaglyph googles.
The original and intrigued plot of VER-Anim is partially based upon my “FREE-DOM” novelette. The release of VER-Anim to be hosted at DPP-Platform aims at popularizing my “curious-to-know” hypothetical future modeling “World War III.TAI” prophecy together with some other relevant "stupid of science" theories and ideas.
Note:
“III.TAI” abbreviation of the ending of the title of the Author’s hypothetical future modeling prophecy called of “World War III.TAI” is decoded as “II-secondary (or second-hand), I-Information.T-Technology. A-Artificial. I-Intellect”.
VER-Anim is supposed to be released in its “LITE-”,
“PRO-" and “MEGA-" versions.
“LITE-version” aims at creating the quasi-anaglyph animation targeted to be used for Self-Experimenting Examination
Program (“EL DIO” PROJECT).
“PRO-Version”
aims at creating “virtual-cine-type” experimental short-length interactive
quasi-anaglyph animation designed for gaming-interacting and practicing “Doubled Objects Stereo Abstracted Vision Entertainment Therapy”.
The sound and music of animations are supposed to be mixed in an optimal-way designed and specifically pitched brainwave-entertainment meta-soundtrack by exploiting “Audio Digest Aspects" technology that allows achieving 3D audio effect on condition of listening it using stereo headphones with a special audio equalizer-like filters.
“Audio Digest Aspects” (“ADA”) is
a music-sound photo- acoustic synestesia-effect technique that exploits various range of audio- filters, isochronal tones,
pseudo-quasi-binaural sounds
that leads to the unusual additional experiences of hearing
sounds and specifically composed music by increasing activation of brain regions involved in sound perception, thus demonstrating their reality, and
similarity to real sound perception.
The
synopsized-screenplay is available to be provided at your request only after
signing the “LETTER OF INTENT” which should state your intention to financially (or
practically by providing the relevant
professional service if needed) participate either in P2P crowd-funding campaign
or B2B direct-financing campaign addressed to the concrete version of the
project to be funded.
Some storyboard visualization demo screen-shots are presented at my Facebook page to give enough “clues and hints” for smart people to understand at some degree what kind of ideas stand behind them.
Some storyboard visualization demo screen-shots are presented at my Facebook page to give enough “clues and hints” for smart people to understand at some degree what kind of ideas stand behind them.
Cognitive
Anaglyph Graphic includes the elements of optical illusions and mnemonic
associative-visual interpretation intellectual art imaging and targeted to
cause visual cognitive discord.
The visual
cognitive discord is effect of the subjective perception, arising at the spectator
at simultaneous reception of the visual information with two inconsistent
aspects about the same object screened or a subject situation in which the
given object is involved. The cognitive discord itself is an incentive motive
for starting some cerebration in order to eliminate the given contradiction of
visual perception. Thus, the visual cognitive discord in intellectual art
imaging is used as stimulus for active knowledge quest.
For initial
experiencing of visual perception effects positively caused by CAG stereo-image
and starting practicing visioning therapy this is enough for beginners to watch
it being screened on the computer and viewed using simple anaglyph goggles with
red-blue (cyan) filters. To be applied with more advanced visioning effects
therapy purposes Cognitive Anaglyph Graphic are represented in the form of
double-imaging artworks designed for screening and viewing it on smart phone
being put into a slot of virtual reality head-mounted display visioning device with some technical features based on
Author’s technological concept.
Developed by the Author the technological concept is intended to allow such device to be used in health and entertainment sectors for the purposes of associative-visual stimulation caused by viewing specifically designed CAG- animation simulating 3D self-presence-in- episodes and pseudo-virtual- objects- surfing effects.
Developed by the Author the technological concept is intended to allow such device to be used in health and entertainment sectors for the purposes of associative-visual stimulation caused by viewing specifically designed CAG- animation simulating 3D self-presence-in- episodes and pseudo-virtual- objects- surfing effects.
The
“associative-visual stimulation”, still in theory, leads to the harmonization
and synchronization of the right and left brain-hemispheres and stimulates
activating of "self-healing" mechanisms in a human body.
Both CAG-artworks and
CAG-cine used with vision therapy purposes are represented in the form of
"individualized imaging» causing «qualia-coloristic" vision
perception effect considering features of subjective aspect of perception of colors and their compatibility.
The specific
features of "qualia-coloristic" visual perception might be targeted on
both an individual and group of individuals who have common
“color-associative” perception that is conditioned on their accessory to the
certain “professional category” such are common “profession”, “ethnic
roots”, “nationality” and “culture” and
etc.
According to
the Author’s point of view based on success results of self-experimenting, the
Cognitive Anaglyph Graphic, by being watched on regular basis following the
specific recommendations developed by the Author, will allow the positive
influence on pretty wide range of health-issue treatments.
The basic
feature of CAG is the author's «hand-made» technique to be applied to create
such graphic entirely on the computer without need of special video-camera
shooting.
The effects of vertical and horizontal parallaxes on CAG-artworks are
normally and intentionally absent; and thus, literally it is not “anaglyph” but
"quasi-anaglyph" graphics as the Author named it.
Cognitive
Anaglyph Graphics represented in the form of series of images either “still” or
“animated” is called CAG-cine based upon uniform plot and might be accompanied
by a special musical composition with pseudo-binaural sound effects intended
for listening with head -phones.
STORYBOARD SCREENSHOTS FAKE
IMAGES AND CARICATURE UTILIZATION UNDERLYING CONCEPT
The
pictorial form of storyboard demo screen-shots are made using caricatures and
digitally manipulated fake-images of easy-recognizable, celebrity and
world-famous people; however there was never the Author’s intention to be
disrespectful or offensive in any way towards any of them. Please, take in
consideration that Author is not professional but self-taught person who made
computer graphic storyboard demo-screenshots presentation in pretty simple
childish-like-collage pictorial style; thus, be indulgent. The storyboard
screenshot compositions include Author’s photos and his books
draft-cover-images as well as cuts of text from chapters and screenplay scenes.
The
caricature and fake images utilization is used as a source of common,
not-depending on cultural and ethnic aspects, cognitive and mnemonic oxymora- illustrative associations
visualized by applying various Author’s pictorial methods and techniques. Such methods and techniques
allow the spectator easily recognize, analyze and predict the event that involves personages in their dreams visualizations by giving hints for foretelling the future
event in the next episode.
The
names of celebrity and world-famous people’s characters or personages, possibly
as a future prototype cast, used in Author’s novels and screenplays have been
changed by applying "oxymoron personification" nicknaming.
More
detailed information describing Author’s “know-how” methods and techniques
applied into the project is contained in materials provided for the U.S.
Copyright Office registration:
1.File
number: SR 1-1-849955616,Registered
eCO on 11/13/2012 by U.S.
Copyright Office, Attn: Public Information Office-LM401;
2. File number: SR 1-845123021,Registered eCO on
11/1/2012,
U.S. Copyright Office,Attn: Public Information Office-LM401
U.S. Copyright Office,Attn: Public Information Office-LM401
No comments:
Post a Comment