Interactive VR 360 Film: an Introduction
Course
In London
Description
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Type
Course
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Level
Intermediate
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Location
London
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Class hours
12h
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Duration
5 Weeks
This practical evening course will teach you how to make interactive 360 degree virtual reality (VR) film content.
You'll learn about gaze-based interactions in film environments and discuss these from both a practical and theoretical perspective.
You'll learn how to use the software Unity to create VR environments.
You'll also get an overview of Samsung Gear 360 cameras, which you'll use during the course.
The course runs on Monday evenings, from 7 to 9pm, over five weeks (29 October to 26 November 2018).
Facilities
Location
Start date
Start date
About this course
This course is suitable for beginners.
You don't need to have any programming experience.
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Subjects
- Terminology
- Video sphere
- Shaders
- Main camera
- Video player
- Virtual gaze interaction
- Ray tracing
- Mesh colliders
- Scene activation
- VR reticles
Course programme
Each session will cover the following:
Session 1 - Unity basicsIn the first session, you'll learn how to use Unity, including the basics of the interface and terminology.
Session 2 - Creating a 360 film sceneIn the second session, you'll learn about the central components involved in building a 360° scene and create your own scene.
The session will cover the following topics:
- Video sphere - importing a suitable video sphere and positioning it for your scene
- Shaders - making a shader that will allow you to view inside of a sphere
- Main camera - how the virtual camera becomes the user’s body
- Video player - how its components work and playing a scene
These two sessions focus on the theory and practice of virtual gaze interaction and applying it to a scene to create movement between a series of 360 videos.
The session will cover the following topics:
- Virtual gaze interaction
- Ray tracing
- Mesh colliders
- Scene activation
- Build settings
- VR reticles
This session will focus on considerations and processes involved in error checking and publishing your project as a Gear VR app.
You'll also learn how exporting an interactive project, and its platform, will impact the overall project design.
The session will cover the following topics:
- Mapping a scene
- Non-linear/linear narratives
- Platforms and building
- Standalone
- VR analytics
- Gear VR publishing
- Key processes and troubleshooting for app building
- OSIG and application signing
- Publishing platforms
Interactive VR 360 Film: an Introduction