![]() ![]() In all cases, the aim is to provide an immersive and engaging audiovisual experience for viewers. ![]() This is associated with the availability of cameras to record in 360º. While tools to generate these environments have been available for some time-the most popular being Unity- photographs and videos are growing in number. Immersive environments have enjoyed much popularity in video games and other commercial applications such as simulators for kitchen design or surgical training (Fida et al. It can also revolutionise education, culture, travelling and entertainment. VR is capable of transforming and innovating traditional sectors such as manufacturing industries, construction, and healthcare. Immersive media such as virtual reality (VR) and augmented reality (AG) are technologies which have the potential to transform the way we work, communicate and experience the world. Keywords: accessibility, virtual environment, 360º video, subtitling, audio description, sign language interpreting, personalisation The last section presents a new player developed by the ImAc project, which has accessibility at its heart. Section 3 provides a list of the VR360 players available commercially and compares them in relation to the main accessibility services: subtitling for the deaf and the hard-of-hearing (SDH), audio description (AD) and sign language (SL). The first part deals with the relationship between technology and audiovisual translation (AVT) studies, followed by a brief overview of existing eXtended Reality (XR) content. It also analyses the development of a fully customisable and accessible player which has been created following the EU standard EN17161 and a user centric approach. This paper focuses on analysing to what extent the main accessibility services are integrated into the most popular and available commercial VR360 players. Unfortunately, VR360 videos cannot yet be classified as accessible because subtitles and/or audio description are not always available. Much work has been carried out in the last three years to make 360º videos accessible (Agulló and Orero 2017 Fidyka and Matamala 2018 Agulló and Matamala 2019) and the chase continues. Immersive content has become more popular over the years and VR360 videos open new research avenues for immersive audiovisual experiences. Technology moves fast and making it accessible turns it into an endless game of cat and mouse.
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