The 300th birthday of the world-famous German philosopher Immanuel Kant (1724-1804) in 2024 offers an extraordinary opportunity to explore integrating advanced technologies into cultural mega-events. This paper examines the opportunities and challenges of using various technologies, such as Extended Reality (XR) and Visual Effects (VFX), to bring this essential European intellectual to a broader audience. These technologies, including technological advances based on real-time rendering in conjunction with LED volumes and high-quality 3D assets, offer immersive and interactive event experiences. However, the use of these technologies presents specific challenges, such as processing limitations and the need to create specialized content, including the development of 3D models relevant to the life and philosophy of Immanuel Kant. This article provides an overview of the current state of such opportunities and challenges and examines their application in the context of this cultural mega-event. The aim is to create a compelling event experience, e.g., as part of a museum visit, while simultaneously using technology in a meaningful educational way. It is essential not to overload historical and intellectual personalities such as Immanuel Kant with technological possibilities in the sense of an ethical responsibility. At the same time, the creation and communication of knowledge require explanation in a museum context or another explanatory framework.
360-degree image and movie content has gained popularity over the media and the MICE (Meeting, Incentive, Conventions, and Exhibitions) industry in the last few years. There are three main reasons for this development. First, on the one hand, it is the immersive character of this media form, and, on the other hand, the development of recording and presentation technology has made significant progress in terms of resolution and quality. Third, after a decade of dynamic rising, the MICE Industry focuses on a disruptive change for more digital-based solutions.
360-degree panoramas are particularly widespread in VR and AR technology. However, despite the high immersive potential, these forms of presentation have the disadvantage that the users are isolated and have no social contact during the performance. Therefore, efforts have been made to project 360-degree content in specially equipped rooms or planetariums to enable a shared experience for the audience.
KEYWORDS: Augmented reality, Virtual reality, Visualization, Mobile devices, Autoregressive models, 3D modeling, Visual process modeling, Tablets, Solid modeling, Internet technology
Due to the rapid technical development of computer and internet technologies, more and more new applications are becoming possible. Virtual Reality (VR), Augmented Reality (AR) is very often realized with technologies from the field of visual effects, for example, through real-time rendering, artificial intelligence, and high-quality 3D assets.
As part of the digital transformation, VR and AR have also been developed for the event industry in recent years, especially for mega-events. As a result, the technologies are increasingly being used. However, processing on mobile devices in these qualities, like smartphones, can still be a challenge, but more and more solutions are being described and developed.
On the occasion of the planned 300th anniversary of Immanuel Kant's birth in 2024, there are excellent visualization possibilities for AR applications, for example, the creation of 3D models.
This paper deals with the usefulness and accuracy of point clouds obtained by different consumer cameras out of Structure from motion (SfM) algorithms. It summarizes some research results of the practical usage of the SfM method in applications where highly accurate point clouds are required.
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