tristan shu's vr innovations the eye of nagaur scott haefner's kite vr photography tabb firchau's aerialpans by rc helicopter a conversation with tito dupret about his world heritage tour an incredible xrez production an interview with carel struycken and the groninger museum exhibit kite panorama at sziget 2007 by aldo hoeben some images are more equal then others: sziget 2007 new dimension in aviation sports red bull air race abu dhabi 2007 alpine panoramas highlights of swiss photography panogames next gen screenshots 360 parks panoramas as a tool for education squaring the head of hermann redbull xfighters madrid 2006 place–hampi: stereographic panoramas of vijayanagara, india add some height to your panoramas how to make a quicktime vr in 10 minutes immervision's pure player pro for java shooting panos from a gondola in venice new pano2qtvr software for windows users a very, very large zoomify panorama – 2.5 gigapixels mirror image - reflections on single shot vr by pat st. clair bostjan burger - vr photographer at large an update on world heritage traveler and photographer tito dupret standard & poors awards goes virtual a walk around the moscow kremlin by alexey trusov imediatour jook leung talks panoramas on abc’s ‘ahead of the curve’ interview iqtvra summit in sedona update photokina: sep 28-oct 3 in cologne, germany catch the qtbug tour with dennis biela of lightspeed media smithsonian national air and space museum qtvr project new virtual reality site - fullscreenqtvr.com get inside the mercedes-benz slr mclaren! stitcher 4.0 release - an interview with realviz cto luc robert iqtvra washington dc summit vr news the taj mahal – world wonder on the web iqtvra & vrmag join forces in new alliance the quicktiming duo ideum, exploring new frontiers from escher to cubic vrs www.panoramas.hu wgbh interactive the riviera project the making of the zermatt vrscope one, two, 360
krpano the multiresolution panorama flash player henning kramer of x60 about the mk panomachine kaidan's quick pan professional tutorial tools you can use - software autopano pro - just another stitcher ? hardly! using enfuse for night photography the flash panorama player revolution kolor autopano pro - an interview with alexandre jenny review of nodal ninja nn3 and preview of the new nn5 advanced panoramic stitching - a reasoned approach tools you can use: software hydra on location: georgia arounder shoot immervision releases the pure starter toolkit immervision - a company with vision spi-v 1.3 update, one year later tutorial - greenscreen object movie resizable cylindrical panorama flash viewer realviz® announces us digital panorama tour an interview with 360 precision founders: matthew rogers and stuart milne cgibackgrounds provides new venue for vr photographers brian greenstone releases pangeavr 1.0.1 vr based print ad campaign huge printed panorama of the duomo at b.i.t. in milan panoramic photography and image based modeling dvds by greg downing interactive panoramas book by corinna jacobs pleinpot - fullscreen panoramas to web pages made easy new karline rodeon pro vr head realviz releases stitcher express aldo hoeben’s spi-v engine panoscan announces new mk-3 panoramic camera system new kiwi tripod head from kaidan new panorama book featuring laurent thion and gilles vidal vrway partners with multimedia san paolo vrway partners with music label motette ursina for arounder milan case study: production of arounder milan peace river studio's pixorb surveyor catch the qtbug tour with dennis biela of lightspeed media production of the voice commentary for arounder milan the milan duomo cathedral choir and chapel master claudio riva karline rodeon vr head sound bytes - why sound? zoomifyer for flash – free software until end of march peace river studio's pixorb tripod head lens types supported by realviz stitcher using full-frame fisheye images with stitcher™ multinode qtvr tour with embedded flash navigation new software - convert cubic panoramas into video new autostitch panorama software getting viewers to pay for vr content - why not? paying for virtual tours – armchair travel’s experience with micropayments ambient sound for a specific vr ambient sound for city vr tours viewpoint, the new kodak professional pro 14n digital camera high dynamic range imaging, panoscan & spheron case study, tribunal plaza, nice photoshop 7 camera raw format/jpeg 2000 plug-in a new spin on flash object vr parma project: case study 2 parma baptistery and duomo shoot: case study vrscope the wide screen desktop movie
panotools meeting prague jeffrey martin's 360cities viewat org a 360 international project google sponsors the development of open source panorama making software jook leung's 360 degrees workshop in maine 2007 panotools meeting in lucerne switzerland 2007 ivrpa conference in berkeley vr community announcements get pumped for sziget 2006 world wide panorama event - gardens arounder launches a blog as it expands through europe 2006 vr summit in lisbon borders - the march 2006 world wide panorama event world wide panorama - the best of 2005 energy, a world wide panorama event 2005 summit in savannah pic du midi solar eclipse and digital imaging conference call for images for iapp international print exhibit overview of august 2005 panotools meeting in venice ivrpa summit in savannah september 26th - 30th panorama tools photography workshop, venice, august 4-7, 2005 the international association of panoramic photographers (iapp) spin control for novice qtvr users celebrate 2005 new year's events across the globe world wide panorama -sanctuary new world wide panorama event - sanctuary 360 days with mickael therer summit in sedona kicks off bridges - a world wide panorama panorama photography workshop, stuttgart, germany, july 9-11,2004 iqtvra summit in sedona, oct 25-29, 2004 new world wide panorama shoot - june 19-20-21, 2004 panorama seminar in venice, italy an interview with world wide panorama organizers mini virtual tour of boston world wide panorama - a day in the life of 180 photographers inside a wind tunnel: onera's s1ch march 2oth spring equinox , join the worldwide qtvr event an interview with peace river studios world heritage benrath castle in düsseldorf, underwater vr news special discounts on popular photography & stitching products holiday panoramas iqtvra washington dc summit
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guest artist


A CONVERSATION WITH JON ALPER
by Doug DeRusha



How did you get started with WGBH, Jon?

I grew up on WGBH in a family that supported public broadcasting. The member magazine was a fixture on the coffee table and we watched NOVA and Masterpiece Theatre together. As a "Cah Pahking Bostonian" I have a great deal of pride and connection to WGBH. I never imagined I'd get to work here. Then I got lucky, about three and half years ago my former boss, Annie Valva, was doing some work with Apple and ended up on a plane headed eastward from Cupertino with my friend Jim Vestal. He suggested Annie call me and the rest is, as they say, history.


What do you see as the objectives of the WGBH Interactive group, particularly in context with the mission of WGBH itself?

You can read the WGBH Educational Foundation's Mission Statement at http://main.wgbh.org/wgbh/about/mission.html so I won't repeat it here but the mission really drives our work, and we hope the viewers' experience with our content. WGBH Interactive does most but not all of the interactive work for The WGBH Educational Foundation. WGBH Interactive, under various names, has been around since 1987. That's a remarkably long time for the new media industry. We started with interactive Video Discs, CD-ROM projects and content for the old Prodigy online service. There are also other groups working at WGBH in similar spaces. For example, there is another group dedicated to producing the site at www.wgbh.org that focuses on the regional TV and radio audience and delivering services to WGBH members. In Interactive, our approach to our work in the context of the Foundation's mission is to understand the content for the projects we build, and extend and deepen that content for the users. It's very definitely not about being a brochure for a TV show.

The media are catching up with the mission... Our job is trying to push that forward. If we engage and entertain the user with the content while make the navigation understandable, they'll enjoy exploring and learning.

We have other more specific goals as well, as we want our content to be as accessible to people with disabilities as possible. WGBH is home to the CPB/WGBH National Center for Accessible Media (NCAM, www.ncam.org) and we work closely with them on issues of media access.

We also want our content to be useful to classroom teachers and we try to deliver lesson plans and teacher materials for as many of our sites as we can.


You have 70 people in the Interactive group working on many projects at one time. How is the group structured to accommodate multiple projects, and what kind of creative cross-pollination happens as a result?

The fact that our primary goals are not to sell products but rather to educate, inform and inspire allows us to attract high quality people who are committed to the mission and that makes it really fun to work here.

The bulk of our work involves collaborating with units like Educational Programming and the groups that produce the various programs that WGBH makes for air on PBS like NOVA, American Experience, Arthur and others to bring that content to new media. Currently, the majority of that work is for the Web and recently DVD. We still do occasional CD-ROM projects and we are doing research and pilot projects for new technologies including Interactive Digital Television.

In Interactive, our teams are based on a core of three people: Producer, Designer, Developer. The people in these roles collaborate to define and deliver the final project. We're really lucky because we have incredible people to put on these teams. Our Producers live the content, they write, they plan, they budget, they fundraise and they hold the project together. We have award winning designers who really understand information design and interactivity. They're highly experienced designers who focus on Interactivity rather than folks with a primarily print background. We have developers who bring more than coding to the job. Our developers are musicians, meteorologists, premeds, math teachers and science historians who discovered interactive media and now sling great code. The work we do is the result of the collaboration and collision of producer, designer and developer. We see this tri-disciplinary collaboration as critical to our success because choices in any one of these disciplines have profound implications on the user's experience. For larger projects, we may add additional people to the legs of the triangle but the basic structure is always those three people.

We try to produce in parallel with the TV team for several reasons from rights clearance to economies of scale, to having access to the people in the TV production unit while they're still on the project and immersed in the content.

Where possible, we start larger projects with 'school' where the team members spend a few days or weeks doing reading and research in the content area, watch the footage being gathered by the film team and generally immerse themselves in the content. This is often followed by a brainstorm with the team in interactive and the folks from the TV team from which the best ideas are culled and then explored with storyboards and some nuts and bolts, so how would we actually do this?... research.

Working with the Producer of the television show, we arrive at a shared vision for the interactive component and then we build a site map, wireframe navigation and, for larger projects, an alpha version to do user testing. After the testing, we define the final content elements, tools and technologies needed to deliver them and create a production plan.

This general approach applies to all our projects but, obviously, depending on the scope of the project the size of the team will vary. From a managerial standpoint, people report to managers within their discipline for two reasons. First, developers will often work on several projects over the course of a year and each of these projects may include different designers and producers. For example Carla Waggett, developer for the "This Old House" VR tours on their Web site, also works with me on the QTV project. Secondly, because the folks within each discipline are a sort of meta-team, they meet as a group periodically to share experience, give project updates and post mortems so we can re-purpose successful code and methods from one project to the next while trying to avoid repeating mistakes.


How did Apple's QuickTime VR come to play such a prominent role in the Web content designed and delivered by WGBH Interactive?

We use QuickTime VR when we think the user can benefit from QTVR's unique ability to convey a sense of space and context for scenes from the real world. While linear film of the Pyramids in Egypt or from the summit of Everest is a very powerful experience, it is inherently narrative. The viewer can play forward or backward but the experience is really about seeing the images over a period of time as framed by the videographer/cinematographer, editor and director. With VR, the experience is about space. The control the user has over what they see gives them the power to explore, to get a sense of being in a place or handling an object. We use QTVR when we can teach more or make the content more engaging by offering a spatial experience instead of, or in addition to, a narrative experience. Showing the hieroglyphics on the walls of an ancient Egyptian temple can be done with a still photograph but showing how they fit in the context of the room, or on the wall is best done when the user can freely manipulate their view of the whole room.

One important point that is often misunderstood in VR photography is that, despite being a 360 degree panorama, composition is very important to creating a successful experience for the user. This is well demonstrated on the VR's Aaron Strong, Annie Valva and Peter Tyson shot in Egypt. If you go look at those VR's they are the result of careful thought about composition in support of the content. For example, some panos are shot from the corner of a room to allow the user to see some of the hieroglyphics close up while still being able to get an impression of the room as a whole. Also, the object VR on the Giza Plateau demonstrates the relative positioning of each of the Pyramids on the plateau. Composition is critical to successful use of VR.

QTVR is a particularly powerful tool for the This Old House project tours. Certainly the feel of the spaces in a house can be shown with stills or by walking through with a video camera but with VR the user can explore more freely. They can put the elements in the room in a spatial context, understand the room in the context of the house in conjunction with an interactive floorplan or map. A great way to appreciate the power of a QTVR experience is to see QTVR's of a place you've never been and then go there. Your ability to orient yourself in this new space is much greater than if you'd been shown stills or video.


What software and hardware tools do you use to produce the content for such luminaries as Nova and This Old House?

We choose tools from a variety of companies and we often use them together on a single project. Our choices are about suitability and affordability for a particular project at a particular time and should not be read as any kind of endorsement.



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