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Ahalya Sudheer Use of Augmented Reality and Virtual Reality in News Media

ACKNOWLEDGEMENT

As I present this research, I raise my heart in profound gratitude to Almighty God for
the constant help and providence with which He has accompanied me throughout my
life. As I present this work, I proudly utilize this occasion to express my heartfelt
gratitude to all those who guided and inspired me in the successful completion of this
work. I am immensely grateful to Dr. Mathew Muriankary, the director of this thesis,
for his competent guidance, availability, and wholehearted support. I wish to express
my gratitude to Mr. Saji Lukose, Head of the Department of Animation, who
constantly encouraged me to complete this study within the stipulated period. I also
thank all the teachers of the Department of Animation for their genuine concern. I
would like to take this opportunity to acknowledge my gratitude to Rev. Dr. Joseph
Parackal, Principal, SJCC, for providing a healthy environment in doing this project.

Changanassery, 2023 Ahalya Sudheer.

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Ahalya Sudheer Use of Augmented Reality and Virtual Reality in News Media

BONAFIDE CERTIFICATE

This is to certify that the project report entitled “Use of Augmented Reality and
Virtual Reality in News Media” is a bonafide work of Ahalya Sudheer, who carried
out the research under my supervision. Certified further that to the best of our
knowledge, the work reported herein does not form part of any other dissertation on
the basis of which a degree or award was conferred on an earlier occasion on this or
any other candidate.

Dr. Mathew Muriankary

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Ahalya Sudheer Use of Augmented Reality and Virtual Reality in News Media

TABLE OF CONTENT
ABSTRACT ................................................................................................................... 6
CHAPTER 1 .................................................................................................................. 7
INTRODUCTION ......................................................................................................... 7
1.1 Augmented Reality............................................................................................... 7
1.1.1 Introduction ................................................................................................... 7
1.1.2 History ........................................................................................................... 8
1.1.3 Definitions ..................................................................................................... 9
1.1.4 Technology .................................................................................................... 9
1.1.5 Scope ........................................................................................................... 10
1.2 Virtual Reality .................................................................................................... 11
1.2.1 Introduction ................................................................................................. 11
1.2.3 History ......................................................................................................... 12
1.2.4 Technology .................................................................................................. 12
1.2.5 Scope ........................................................................................................... 14
CHAPTER 2 ................................................................................................................ 16
REVIEW OF LITERATURE ...................................................................................... 16
2.1 Introduction ........................................................................................................ 16
2.2 Journalism with Augmented Reality .................................................................. 16
2.3 Journalism with Virtual Reality ......................................................................... 19
2.4 Research Gap...................................................................................................... 23
CHAPTER 3 ................................................................................................................ 24
METHODOLOGY ...................................................................................................... 24
3.1 Research Gap...................................................................................................... 24
3.2 Research Questions ............................................................................................ 24
3.3 Research Objectives ........................................................................................... 24
3.4 Methodology ...................................................................................................... 24
3.5 Usage .................................................................................................................. 24
3.6 Theoretical Framework ...................................................................................... 25
3.7 Object of Analysis .............................................................................................. 26
CHAPTER 4 ................................................................................................................ 27
DATA ANALYSIS ...................................................................................................... 27
4.1 Content Analysis ................................................................................................ 27
4.2 Survey Analysis.................................................................................................. 28

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4.3 Interview Analysis.............................................................................................. 31


4.4 The pipeline of VR production........................................................................... 31
CHAPTER 5 ................................................................................................................ 33
CONCLUSION ............................................................................................................ 33
5.1 Introduction ........................................................................................................ 33
5.2 Key Findings ...................................................................................................... 33
5.3 Suggestions......................................................................................................... 34
5.4 Limitations Of The Study................................................................................... 34
5.5 Conclusion.......................................................................................................... 34
BIBLIOGRAPHY ........................................................................................................ 36

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Ahalya Sudheer Use of Augmented Reality and Virtual Reality in News Media

ABSTRACT

The use of Augmented Reality and Virtual Reality has been surfacing in many
industries recently. In this research, the use of AR and VR in the news media is being
studied, specifically in news channels in the state of Kerala. The emergence of VR has
made it harder for journalists to do their jobs. The role of a journalist is to remain
objective and present the views of all parties involved in the continual communication
flow between news organizations and the general audience. Former studies on AR and
VR were all referred to and cited to understand how much research has been done on
the topic. The impact of such content on their watch time is also being studied to
understand if the technology is improving in the journalism industry. A survey was
done to understand the familiarity of AR and VR among the people of Kerala. A
content analysis of a couple of news channels’ videos was used to understand how the
videos are created. An interview was also done with a former creator of such content
to understand the difficulty and risks of creating such content. With all the analysis, a
conclusion was made with cleared the research questions and objectives.

Keywords: Augmented Reality, Virtual Reality, Journalism

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CHAPTER 1
INTRODUCTION

1.1 Augmented Reality


Organizations are incorporating mixed, augmented, and virtual realities into their
services to increase turnover. The education sector is coming up with augmented reality
classrooms; the film industry is using metaverse in their exhibitions; AR/VR gadgets
are coming up in the electronics industry; water theme parks have come up with virtual
reality in water rides to create an astounding experience; and so on. Metaverse or mixed
realities may be new for a lot of people even now. But it is going to be the most talked
about subject in the future. Technology is improving each year, and we are nearing a
fully tech-based environment in the next ten years or so.

1.1.1 Introduction
“Augmented reality, in computer programming, is a process of combining or
‘augmenting’ video or photographic displays by overlaying the images with useful
computer-generated data.” (Hosch., 2021). Real-time information is displayed over a
view of the physical world in augmented reality. Sensory input, such as sound, video,
or positional and location data, is added to the information produced by a local
processor and data source as well as a remote data source.
When viewed through the lens of a mobile or wearable device, augmented reality
enables every type of digital information, like videos, photos, links, games, etc., to be
displayed on top of real-world objects. An augmented reality headset, helmet, or pair
of glasses may use 3D models of the environment around us, created from previously
collected data or scanning sensors. For example, we have an empty plot of land for
building a house. Through augmented reality, we can see our dream home on that land
and can also go inside the house to experience its interior and make changes using the
technology provided.

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1.1.2 History
Ivan Sutherland, the Father of Computer Graphics, built the first augmented reality
(AR) head-mounted display device in 1968 at Harvard. Universities, businesses, and
government organizations continued to enhance augmented reality for wearables and
digital displays throughout the following decades. These early technologies permitted
simulations that were utilized for industrial, military, and aviation applications by
superimposing virtual information on the real world.
In 2008, the first augmented reality application surfaced. The German agencies in
Munich created a replica of a BMW Mini printed magazine advertisement that, when
held up to a computer’s camera, also displayed the ad on the screen. A user could
control the automobile on the screen and move it about to observe different views by
moving the piece of paper since the virtual model was linked to marks on the actual
advertisement. The application was one of the first marketing initiatives that enabled
real-time engagement with a digital model.
Many of the advancements made in augmented reality originate from the same
foundations as virtual reality. In his “artificial reality” known as Videoplace, Myron
Krueger surrounds users with silhouettes. Although it was done using primitive
computer graphics, the concepts demonstrated afterward had a greater influence on the
development of contemporary augmented reality technology. Similar to virtual reality,
the phrase "augmented reality" was not first used until after major technological
advancements. In 1990, Tom Caddell, a researcher on aircraft, coined the phrase. Since
then, several technological advancements- much like virtual reality, have been made
primarily to aid the military in carrying out missions virtually. Similar to virtual reality,
augmented reality also became widely used after it was incorporated into entertainment
settings.
Many people are unaware that augmented reality is being used when sports experts
sketch on their screens or when live graphics are shown. Even now, these technologies
continue to be developed and used.
An approach to augmented reality that was widely used in the early 2010s, especially
for watches and jewellery, was to simulate digital products such that they interact with
movements in the real world in real-time. People could digitally “try on” products

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thanks to this technology. Even the Apple watch could be tried on virtually in the same
manner.

1.1.3 Definitions
● Augmented Reality: “A technology that superimposes a computer-generated image on
a user's view of the real world, thus providing a composite view.”
● Virtual Reality: “The computer-generated simulation of a three-dimensional image or
environment that can be interacted with in a seemingly real or physical way by a person
using special electronic equipment, such as a helmet with a screen inside or gloves
fitted with sensors.”
● Metaverse: “A virtual-reality space in which users can interact with a computer-
generated environment and other users.”
● Graphics: “Visual images produced by computer processing.”
● Data: “The quantities, characters, or symbols on which operations are performed by a
computer, which may be stored and transmitted in the form of electrical signals and
recorded on magnetic, optical, or mechanical recording media.”
● 3D (three-dimensional): “Relating to or denoting a film or video game that creates an
impression of depth and solidity, typically by means of stereoscopic techniques.”
● Digital: “Relating to, using, or storing data or information in the form of digital
signals.”
● Simulation: “The production of a computer model of something, especially for the
purpose of study.”
● Technological: “Relating to or using technology.”
(Oxford Languages, 2022)
1.1.4 Technology
Technology is a part of every AR experience. Although everything has some amount
of technology, some require considerably more advanced technology than others. A
minimal set of components is needed for an AR experience, including a sensor to
receive data about the real world, a computation to merge the virtual and real-world
components and a display system for the virtual components.
● For every time step of an augmented reality application, there are generally two
essential things that must occur: Both the physical and virtual worlds' present
conditions must be attained by the application.

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● In order for the participant(s) to perceive elements of the virtual world as existing in
their physical world and continue to the next time step, the application must display
the virtual world in registration with the real world in a way that makes them feel like
they are a part of it.
Then there are three major components to an augmented system:
1. Sensors: to monitor the state of the environment, track the movement, and gather user
input where the application is installed.
2. A processor: to analyze the sensor data, put the “laws of nature” and other virtual world
regulations into practice, and provide the signals needed to power the display.
3. A display: that can give the participant the idea that the physical world and the virtual
world coexist and can affect their senses in such a way that they experience both worlds
simultaneously.

Large-scale 3D representations of data sets can be produced, which can result in


amazing discoveries of intricate relationships.
To determine the position and orientation of a camera in augmented reality, the
computer makes use of location, motion, and orientation sensors and algorithms. Then,
using augmented reality technology, the 3D visuals are displayed as they would from
the camera’s perspective, overlaying the user’s vision of the real world with the digital
images. As previously mentioned, augmented reality is achievable with a smartphone,
helmet, tablet, PC, or glasses.
Let’s make things easier to understand. Consider that although you are interacting with
the environment as it is, there are modifications to it made up of digital information
that has been placed there to enhance it with things you would not typically see, hear,
feel, touch, etc.

1.1.5 Scope
The public is becoming more aware of AR as it is widely adopted in a number of
application fields. A number of advertising campaigns currently in progress are making
use of augmented reality as a fundamental component.
Currently, augmented reality is being tested in surgical and medical applications, but
most people in the general public will never see those applications unless they work in
the medical field or read specialized journals. However, like most medical technology

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advancements, augmented reality promises improvements that are likely to help the
common people, whether or not they are aware that AR is involved.
Games and other forms of entertainment have also embraced augmented reality. Many
AR-enhanced games are available for gaming consoles, and even more are available
for mobile devices.
Another important area where AR is currently being tested is education. Along with
magic books, augmented reality is used in education in unison, allowing students to
take part in a virtual “lab” through gaming experiences.
The arts is another field where AR has seen a lot of applications developed. Due to
their perception of technology as a new form of expression for their ideas, artists are
frequently the first to adopt it. There have been many experimental AR applications
developed.

1.2 Virtual Reality


Virtual Reality has been around for a long time now, with the industry being in the
third phase of VR products. Newer headsets like the Vive Cosmos and Oculus Rift S
promise to provide improved motion tracking, graphics fidelity, and immersion,
demonstrating how much technology is progressing in this sector. The amount of
money going into virtual reality ventures has undoubtedly increased recently, with
even Facebook stepping in to purchase the major VR Company, Oculus, for a
staggering $2.3 billion.

1.2.1 Introduction
The concept of virtual reality involves using computers to create 3D environments
where one can navigate and interact in an environment that is not real. Navigation
implies moving around and exploring features of 3D scenes, such as walking through
Disneyland or flying on a bird. The ability to interact with objects in the scene implies
selecting and manipulating them, for instance, grabbing and examining a flower vase
inside the palace. The main objective of VR is to give the user the impression that they
are in a realistic environment with enough interactivity to carry out particular tasks
effectively and comfortably. By using virtual reality, we can experience the most
intimidating and grueling situations safely and with a learning perspective.

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1.2.3 History
Virtual Reality’s origins as a multisensory simulation of the current world can be found
in the 1960s. A multisensory automobile simulator called “Sensorama” was invented
by cinematographer Morton Heilig in 1962. Users may select from a variety of taped
rides involving motorcycles, bicycles, and even a helicopter by sitting in front of a
screen. To see 3D photographic content, Sensorama utilized a wide field of view lenses.
Slides, stereo sound, fragrance, and wind generators were all present. Computers were
not equipped at the time of such applications. The user was a passive observer in the
system because there was hardly any interaction. In 1965, Ivan Sutherland published a
paper titled “The Ultimate Display” in which he envisioned a day when computers
would provide a window into virtual worlds. He created a head-mounted display in
1968 that showed the user the left and right views of a 3D scene he had created by a
computer. It appeared as though the user was inside a virtual world because the system
monitored their head movement and updated the images accordingly. In addition,
Sutherland created the “Sketchpad”, which is regarded as the forerunner of current
computer-aided drafting (CAD) software. In 1978, A. Lippman, Scott Fisher, and other
researchers from MIT developed the app “Aspen Movie Map”. Users of the app could
take a virtual ride around the Colorado city of Aspen. They could also move in four
directions within the simulation. These were the first interactive virtual worlds.
Early in the 1970s, Myron Krueger worked with computer-generated settings and
created a number of computer art pieces. The audience’s motions were interpreted by
computers, who then predicted their movements. The video-generated silhouettes that
the audience members interacted with could be “touched”. The system was known as
“Videoplace” and was used to generate what Krueger called “Artificial Reality”.
Virtual Reality has been around since the 1990s, with Sega making the first commercial
attempt at the 1993 Consumer Electronics Show, which was canceled before being
released. Other manufacturers, most notably Sony, attempted to start, but the
technology wasn’t quite ready.

1.2.4 Technology
Virtual Reality in its most “traditional” version needs real-time visuals, a stereoscopic
display to provide the appearance of 3D, and a tracking device to capture head and
hand motion. Head-mounted displays (HMD) and stereotypic glasses are the most

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frequently used technologies. Interaction is obtained through a tracking device, which


may be confederated in the HMD itself, for tracking head and body movement. A
device called a “data glove” is used for tracking hand movements. Each of the human
senses is taken into consideration when creating VR systems, including computer
graphics (sight), 3D sound synthesis (hearing), and haptics (touch). Due to the
complexity of the necessary technology, smell and taste have not been used to their full
potential in VR despite playing significant roles in our daily lives.
Key elements of a virtual reality technology:
➔ A Virtual World: It is a 3D environment that is primarily created using rendering,
displays, or other similar tools. It enables user interactions that resemble those in the
real world. Visual perspectives are very responsive to changes in movement.
➔ Immersion: Immersion in a virtual environment refers to the sense of being present in
a virtual or non-physical environment. When all of a person’s senses are engaged to
the point where they feel as though they are actually present in the virtual world, which
is said to be a state of complete immersion.
Immersion is of two types in VR:
★ Mental Immersion: A state of intense concentration in which our minds suspends the
denial that we are in a virtual environment.
★ Physical Immersion: Our minds suspend their disbelief that we are in a virtual
environment due to the physical engagement that is shown in it.
➔ Sensory Feedback: Virtual reality makes use of many of our senses. These range from
auditory to tactile and visual. Sensory feedback is necessary for these senses to be
properly simulated. The proper software and hardware components are integrated to
achieve this. Head-mounted displays (HMD), hand accessories, hand controls, and
special gloves are examples of inputs and hardware devices.
➔ Interactivity: The ability of VR technology to function largely depends on interaction.
It offers users a relaxed, natural experience when interacting in the virtual world. The
virtual environment needs to react quickly to user input. This is necessary to maintain
the feeling of intrigue and immersion. Slow interaction will prevent immersion and
prevent the user from being entertained by the virtual experience.

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1.2.5 Scope
Virtual reality has a wide range of applications, including engineering, design,
business, the arts, and entertainment, in addition to academic research. Virtual reality
and gaming are two obvious applications of virtual reality, but there is a multitude of
other uses as well, some of which are more difficult or unusual than others:
● Healthcare:
The most significant way VR is modernizing healthcare is through training. Virtual
reality creates a space where people can learn and develop in actual, outside real-world
circumstances. Specialists who need to carry out extremely precise operations can
practice with VR without having to deal with an emergency.
● Entertainment:
One of the first areas to adopt VR was the entertainment sector, which continues to be
one of its best uses today. Virtual reality is widely used in online and console gaming
industries. Similar to this, VR is being introduced to theatres and theme parks so
visitors can experience their favourite cinematic masterpieces and engage in
adventures straight out of a movie.
● Automotive:
Automobile makers can analyse traffic situations and vehicle behaviour with the use
of virtual reality. Before creating a new model, they can evaluate and improve the
prototypes using the simulated conditions. The creation of smart cars that will dominate
the market in the future makes extensive use of virtual reality. Artificial intelligence
and virtual reality are being used to teach cars how to drive, turn, and stop.
● Education:
Even if it’s thought that the education sector adopts new trends and technologies
somewhat slowly, virtual reality has already shown a lot of potentials. For
professionals, it is a means of training employees. However, VR is a component of
instructional games, field trips, and simply experiencing the environment for younger
students.
● Space and Military:
Given that these two industries must operate in hazardous places that are difficult to
reach, VR offers circumstances for creating training scenarios that are as realistic as
possible. With virtual reality, training may be conducted with the least amount of risk,

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and it can even assist soldiers who have experienced battlefield trauma in overcoming
their symptoms and preparing for new or unexpected scenarios.
● Digital Marketing:
Virtual reality has several uses in digital marketing. For instance, seeing how a product
is used up close could be both enjoyable and educational. Retailers can demonstrate
how a product will seem in a customer’s house.

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CHAPTER 2

REVIEW OF LITERATURE

2.1 Introduction
The use of multimedia platforms may enhance and deepen your narrative as well as
allow us to clarify your tale. Multimedia journalism is practiced in more than a dozen
different ways now, and new ones are developed every year. Due to the popularity of
multimedia components among readers, several new organizations are experimenting
with them. They are experimenting with multimedia, mostly because it can improve
storytelling. Multimedia storytelling is flexible; it allows you to select the format that
best suits your narrative and organization by allowing multimedia tales to take on
various formats.

2.2 Journalism with Augmented Reality


Media companies are always looking for personnel, software, or tools that can match
the quality and speed of information moving on the internet in order to innovate. They
aim to increase audience interaction, improve content perception, and enhance
journalistic topics by incorporating Augmented Reality (AR) elements into journalistic
publications. By forging important connections between virtual content and the
immediate real environment, this tool enables the creation of new media, resulting in
experiences whose strength comes from the connection rather than just the virtual or
real world. In the new digital era, journalism goes through a fundamental
transformation and must reconsider its procedures. The journalistic narrative aims to
approach transmedia content production, implying the necessity for journalism to
experiment with content conception for the web. This process takes place in the context
of the media’s digitalization and the rise of cyber journalism. We shall try to explore
the possibilities that augmented reality has for informing in an increasingly digital
world. The characteristics described are valuable when it comes to creating journalistic
content. Slow mail is followed by real mail, messages, text messages, and Snapchat.
Changing from video teleportation is like that. Because it enables users to interact and
comprehend the real world more fully, augmented reality has a longer-term potential

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than other forms of mixed realities. Instead of cutting users off from their surroundings,
this enables users to connect with people, places, and nearby objects.
The media has been aware of examples of augmented reality (AR) since 2010, but the
technology is still in its growing stage. But it is inevitable that the adoption of AR will
speed up. It will go hand in hand with technological advancement. It makes sense that
newspaper publishers are concerned about their print media's dropping circulation
figures given the obvious changes in readers' media consumption choices and their shift
to digital copies of the news. Looking at it from a different angle, augmented reality
(AR) might offer fresh hope for print media. The imagination of readers has always
been active. The new tendency of bringing readers "on a journey" beyond the written
page is interesting, nevertheless. People can watch videos, video animations, and other
unexpected content because of augmented reality. The only equipment needed to see
this information is a smartphone with a mobile app. When attempting to translate the
potential of augmented reality into the realm of print media, we can take into account
its use not only on printed pages but also with inserts (leaflets or flyers) or, possibly,
as the most beneficial component of printed catalogs. A cover page image can also
provide readers with a real-world experience, and live graphics can be used to promote
sales.

The emergence of 5G technology will enable browsing at speeds of up to 10 Gbps


(gigabits per second). It will undoubtedly boost augmented reality, lessening the
exceptionality of its application in the journalistic narrative, especially in a
communicative ecosystem based on competition for audience attention. This is further
supported by the opinion expressed by interviewees from the field of augmented reality
application development that the current network (4G) restricts the potential of
augmented reality. For instance, when AR agencies try to develop tools, they are forced
to work in offline environments that can only load processes from internal memory
rather than the cloud (cloud computing). To generate new immersive experiences, as
well as to learn how to reformulate old story methods into these new formats, i.e., to
learn to script them, tools or technical skills are reportedly required. This skill
complements the requirement for journalists to be aware of the kinds of information
that can be represented through interactive infographics, animations, 360-degree
movies, and geologic maps, among other mediums. Because of this, experts who can

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adapt the information to various narrative formats and turn data into stories that can
then be represented graphically, audibly, visually, or virtually will become even more
crucial. This is true even though the technological skills of computer development and
programming will become more and more necessary.
A variety of possibilities, including interactivity, portability, geolocation, and
immersion, are combined with Augmented Reality (AR), which has enormous
potential for the creation and development of journalistic content. However, one of
these that is particularly intriguing is the capability to give users a starring role. This
potential, which was already feasible, has now been amplified and clearly given a new
context. The creation of immersive experiences is directly related to the interactive
element, which merits further study and the development of project ideas in both
academia and business. Given the extensive use of interactive maps in the most
important applications and websites across a variety of industries, the experts’ low
regard for geolocation also begs for consideration of the potential role of this capability
in AR developments. This issue calls for research and writing that examines the
connections between hypermedia cartography and the telling of educational stories. In
other words, AR goes beyond traditional screens (desktops and laptops) by being
projected onto other types of mobile devices, necessitating the development of
messages for presentation on very different platforms by journalists.

Therefore, we are dealing with a technology that has the potential to change
communication practices generally. The field of journalism can benefit from this
opportunity by incorporating AR features that, while they can address all human senses
of perception, also call for a blend of reality and virtuality. This factor has an impact
on current production techniques as well as the processes used to create journalistic
content. This study highlights the need to rethink how journalists approach and
conceptualize their stories so that augmented reality (AR) does not merely serve as a
testimonial or decorative element, but rather assumes a significant role in the
development of novel, potentially disruptive journalistic formats, always adhering to
the journalistic profession’s standards of rigorous, contextualized, and accurate
information.
Although experts emphasized that AR can be applied in any field or field of study, they
also cautioned against the danger of adopting strategies that only use this technology

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as a significant feature in and of itself. In light of these findings, future research on


these topics is now possible. In particular, the best strategies for communicating reality
in three dimensions, or those that require the user to be oriented or contextualized
within a complex scene, are now possible.
Despite all of its potential, internet users have not shown a lot of interest in augmented
reality. This area, which is one of the main weaknesses, needs more work. On the one
hand, users must be informed of the advantages of this technology; on the other hand,
the industry must be convinced of the need for investments and advancements in this
area.
From an instrumental standpoint, the digital divide is another factor that, from an
instrumental standpoint, excludes some groups because it requires purchasing
expensive or middle-range equipment to access. This kind of development of 5G
technology may redefine the application scenario as well as the level of accessibility
and acceptance of AR. Due to connectivity issues, the need to work in offline settings
requires new research and studies to support the use of cloud computing or other
scenarios that will enable the promotion of AR.

Keywords: Augmented Reality, Technology, Graphics, Journalism, Context, Content,


Cloud, 5G, Three-dimension, Perception, Infographics, 360-degree movies,

2.3 Journalism with Virtual Reality


Over time, communication channels have undergone significant changes, with some
technological developments indicating profound changes in the nature, production, and
impact of mediated storytelling for journalism and the media, telling stories is essential.
Depending on the communication medium’s characteristics and the level of audience
engagement, these stories can take on a variety of different formats. Storytelling is
drastically changing as the digital era of media develops, and the audience is less like
a passive audience and more like a user participant in the story. The third stage of
mediated stories which is characterized by story experiencing rather than storytelling
has just begun in the creative and cultural industries as of 2018. These experiential
stories operate on networked, digital platforms, including augmented reality (AR) and
virtual reality (VR). Experiential stories suggest that the creative and cultural media
sectors may undergo significant change on a number of levels, including industry

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structures, practices, and industry content, particularly in terms of public engagement.


In both fiction and nonfiction media, such as journalism, film, video games, and the
arts, experiential stories are developed.
VR does indeed demand new communication strategies and channels for interacting
with people, as well as the cultural norms and informational patterns that shape our
society. Most early VR demonstrations feature static virtual environments that are
eerily empty. They resemble abandoned towns that are just waiting for tales of
tenacious pioneers, lawless bars, cyber outlaws, and crusading journalists to fill them.
Such characters are merely paraphrases of bygone genres that will be transformed,
reinvented, and transcended in the semiotic whirlwind that is likely to swirl inside
virtual reality. The person will switch to acting, and virtual masks will take place of
real faces.
Research is currently being done in a variety of fields, including computer science, the
military, medicine, and health, as well as games, marketing, tourism, education, the
media, and journalism. In its early stages, research on the use of VR in journalism has
primarily focused on two areas: production and user experience. Film, news,
documentarians, government diplomats, military instructors, and financial services
firms are among the sectors experimenting with VR most aggressively. The media
sector in the Americas and Europe, which is trying immensely to retain profitability in
the digital era, expects VR to transform their viewers' behavior and hopes it will be a
breakthrough that will help news organizations discover a viable business model.
According to the Newseum, a journalism museum in Washington, D.C., Palmer
Luckey, de la Pena’s 19-year-old intern, created and duct-taped together VR eyewear
that spectators used to watch a movie. The VR technology takes viewers on the street
outside a California food bank at a pivotal point in the documentary when a man has a
diabetic attack.
The journalistic usefulness of virtual reality is still being contested, with progress being
slow and erratic, despite the high aspirations and expectations. The University of
Southern California and Tsinghua University have supported VR productions in an
effort to determine how the new technology may be utilized to communicate stories
and draw audiences, particularly new, younger audiences. For its print subscribers to
fully experience the New York Times’ VR app, NYTVR, over 1.2 million Google
Cardboard VR headsets were provided by the newspaper in November 2015. The

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Times is one of the few publications that has invested a substantial amount of money
in VR content. However, a few news organizations keep trying new things.

Although there is a lot of potential for virtual reality in journalism, there are also some
drawbacks. Receiving precise data on VR usage and monetizing it with ads or user
payments presents financial hurdles for news companies. In its early stages, the
expense and difficulty of creating VR reports have been the biggest challenges.
Although viewers, post-production tools, and cameras are all advancing quickly, many
small and medium-sized news organizations still find it too time-consuming and labor-
intensive to produce stories in virtual reality. Due to its high cost, only a select few
sizable news organizations are using VR for journalism. There are also technical and
journalistic difficulties. The market for VR headsets is still quite small, and headsets
are still not widely accessible. The poor quality of some early content, both
technological and journalistic, has also slowed public acceptance of VR technology.
Early VR products were plagued by subpar construction, broken machinery, and
quality-control issues. Developers of VR technology claim that the field is still in its
infancy. There is a huge need to raise the quality of the content. More people will
purchase higher-quality goods once they become available on the market. Once they
purchase it, virtual reality will be more significant. However, some analysts are
concerned that governments, businesses, or others may abuse VR in order to reshape
reality and create propaganda reports. After all, the projects’ creators choose the “facts”
that are included in the reports. A VR producer could create a fictional world that
viewers might mistake for reality by omitting some facts or by introducing half-truths
or inaccurate information.
It turns out that virtual reality is just another perspective on the world. Your VR report's
reception by the viewers largely depends on the information you include and exclude.
In many ways, those editorial decisions are identical to those made when writing a
news report for text. Similar to how a skilled propagandist can include some
information while omitting others in order to influence your thinking. It is too soon to
say whether or not people will adopt immersive behavior in their news consumption.
Even if people adopt VR, the entertainment and video game industries will pose fierce
competition to the news sector. The best way to revitalize and advance the media may
be through virtual reality (VR).

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Using drones to create 360-degree VR space


Drones are well suited for creating immersive 360-degree videos and 3D Virtual
Reality (VR) and Augmented Reality (AR) content due to their agility in navigating
airspace and their ability to carry a payload. In order to create 3D models and
environments for virtual reality goggles like the Oculus Rift and HTC Vive, which are
capable of room-scale VR, drones carry 360-degree video cameras and capture images.
These images can then be used by photogrammetry to create virtual experiences that
let the wearer physically explore a space. Drones are a helpful tool for 3D VR and AR
journalism. Drone use enables large-scale 3D reconstructions, enabling the
incorporation of physical spaces and objects from the real world into VR and AR
experiences. The process of taking overlapping images and processing them in
photogrammetry software that recognizes the overlap and figures out the distances
between common points from image to image produces 3D reconstruction models and
aerial maps that resemble satellite imagery, but at higher resolutions and without the
interference of atmospheric clouds. Drone imagery can be used to create
photogrammetric 3D models of objects, buildings, and landscape features, all of which
can be incorporated into 3D VR and AR experiences.

These virtual reality experiences turn out to be significantly more expensive than a
written report. The market penetration of VR devices for end users is also still relatively
low. However, the development of affordable consumer 360-degree cameras like the
Insta Nano or the Ricoh Theta allows media companies to test out 360-degree
experiences affordably, in addition to creating intricate computer-generated 3D scenes.
For instance, the New York Times has been experimenting with that style of 360-
degree video storytelling every day for more than a year now (New York Times, 2016).
The user experience is immersive regardless of whether journalists choose to create
360-degree videos or a fully-fledged computer-generated story based on virtual reality.
However, there is much to learn about storytelling techniques.
Users are, quite literally, at the center of the story in VR storytelling, which is the key
innovation. User positions will take over the camera positions in 360-degree video
production. Journalists must now respond to new questions, such as who is the user in
that story? How do you plan for the viewer’s presence? How much of an effect does

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that have on the plot? These queries demonstrate that it is a brand-new craft that still
necessitates extensive user behavior research and experimentation. The absence of
frames presents another difficulty for VR storytelling. Journalists in traditional visual
media had to consider limitations such as a 2D TV screen, a laptop, or a mobile phone.
These frames are gone in VR because the user can turn around and look in any
direction. This raises the issue of how to focus attention on objects or locations with a
sphere. How can a journalist ensure that readers will only view whta they intended to
see? It also implies that the conventional notion of a scene’s composition needs to be
reexamined. Many of the conventional cinematographic techniques need to be
reassessed, including object zooming in and out as well as editing and sequencing.
Even when production is running, new problems still arise. To produce a virtual reality
story, journalists must deal with a variety of issues given these storytelling challenges
and a highly dynamic VR market.

Keywords: Virtual Reality, Computer-generated, Cinematographic, 360-degree videos,


Drones, User experience, storytelling, goggles.

2.4 Research Gap


The general public has yet to learn about the use of augmented reality and virtual reality
in journalism, particularly in India; specifically in the state of Kerala. The journalism
industry is redefining the user experience by relying more on augmented reality than
virtual reality. It needs more investigation.

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CHAPTER 3
METHODOLOGY
3.1 Research Gap
Augmented Reality (AR) and Virtual Reality (VR) have yet to be commercialized in
the News Media in Kerala. Technology advancements must be made in this field to use
it effectively.

3.2 Research Questions


1. Why have Kerala’s news media not yet included AR and VR as a means of storytelling?
2. How far have AR and VR reached among the news media in Kerala?
3. Will society accept a revolutionary change like AR and VR in their daily news reading?

3.3 Research Objectives


➔ To investigate why AR and VR have not surfaced in the news media in Kerala.
➔ To assess the current application level of AR and VR in news media in Kerala.
➔ To analyse whether society will accept a revolutionary change such as Augmented
Reality and Virtual Reality in their everyday news.

3.4 Methodology
A questionnaire will be conducted to survey the familiarity with AR and VR among
the people of Kerala. A content analysis of the prevailing AR/VR content in the news
media will also be studied.

3.5 Usage
Augmented reality is being used in many sectors of our economy, especially in the
medical field for preparing for surgeries, practicing surgeries, and so on. It is also used
in social media apps to enhance photos with filters. Although India is not recognized
for its usage of augmented reality in the medical profession, driving schools there have
employed technology to teach young students how to become accustomed to driving.
In Kerala, the "24" news channel is using augmented reality content in its live news
broadcast.

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3.6 Theoretical Framework


A new form of connection and communication that is steadily gaining traction in Indian
society is virtual reality. Virtual reality as a one-way interactive medium has become
familiar to some people through virtual fashion shows, virtual environments, virtual
gaming, etc. But VR as a two-way communication medium has the ability to change
the outlook of VR itself in a greater manner. However, it faces a number of
technological challenges in making it widely available. People may not accept such a
technology if it is not worth the money they are paying for it and if it is not needed in
their day-to-day activities. If the technology is not accessible to the average person, it
will not survive in the society.
Media Richness Theory (MRT) will help us determine the choices of people in choosing
which medium they will use to improve their lifestyles, as well as how media should
be designed to maximize media users’ work productivity. We need to know if people
will choose virtual reality to enhance their lives if VR technology hits the Indian
market. The ability of a medium to convey both the message itself and a wide range of
abundant cues is known as "media richness." According to advocates of the media
richness theory, using rich media could improve communication efficiency by enabling
users to engage in more in-depth media experiences and boost productivity. Media are
considered “rich” when they facilitate easy communication that is comparable to a
face-to-face conversation and “lean” when they do not. Media richness was high when
people had to use media to communicate, such as text, audio, and video, with text,
audio, and video media ordered in descending order. Compared to text or voice
messages, video is the type of communication that most closely resembles face-to-face
interaction. According to MRT, the richness of media is evaluated based on the
following four criteria: (1) immediacy of feedback, (2) number of social and non-verbal
cues, (3) language variety, and (4) personal orientation.

Augmented reality exists in people’s lives through Snapchat filters, the iPhone’s
FaceTime memoji, and Instagram filters; it has also been used by news channels to
enhance live news broadcasts recently. IKEA’s Place Lowe and Delux Visualizer use
ARCore to help you remodel your rooms and visualize home products right at the store
without having to buy them first. Remote patient monitoring and diagnostics are made
easier with AR. Medical reality is used in universities and hospitals for training and

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diagnosis. And so, we can see that augmented reality has diffused into people’s lives
through such features in social media apps even without our knowledge. And it has
become a part of their lives without them even knowing it.
Diffusion of Innovation Theory concentrates on the factors that will increase or
decrease the likelihood that a new idea, product, or practice will be adopted by
members of a given culture. According to the theory, knowledge is spread through
media and interpersonal connections, which also shape opinion and judgment.
Diffusion is the process by which an innovation is shared among the members of a
social system over time through certain routes. An innovation is any idea, practice, or
object that is perceived as new by an individual or any other unit of adoption. It consists
of four stages: invention, diffusion (or communication) through the social system, time,
and consequences. The information flows through networks. The characteristics of
networks and the roles that opinion leaders play within them influence the likelihood
that an idea will be embraced. There are five types of adopters in society: (1)
innovators, (2) early adopters, (3) early majority, (4) late majority, and (5) laggards.

3.7 Object of Analysis


The “24” news channel’s news broadcast videos will be the subject of analysis for the
study on augmented reality in news media. Five to ten videos from the broadcasts will
be taken into account for the same. The content will be broken down to understand the
technology behind it, and to check the quality standards of the content. The analysis
will be done to check whether they increased the number of viewers for their channel
after using augmented reality in their content.

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CHAPTER 4

DATA ANALYSIS

4.1 Content Analysis


A detailed picture of the history of augmented reality and virtual reality content in
broadcast media in Kerala can be seen from all the research that has been conducted
up to this point. The first Malayalam news channel to introduce augmented reality in
their content was ‘Manorama’. In 2014, they broadcast the results of the election using
augmented reality contents to creatively showcase it with a feeling of interaction
between the reporter and the graphics. In 2016, Manorama itself provided the largest
broadcast media demonstration of AR and VR components during the state assembly
election.
In ‘24’ news channel, the whole news area is a green screen, wherein they create a
virtual set for each type of news along with some augmented reality elements to make
it feel interactive. The most recent AR/VR news content was of “Chandrayan III”
landing on the moon. The reporter speaking about it was on the moon wearing a space
suit with 3-D graphics surrounding him. Working on a green screen enables them to
create virtual space for each occasion as per their needs.
The technology and types of equipment required for creating VR sets and AR elements
are a huge expense for the company and a time-consuming and hectic project for the
employees. Only if the team is ready to do so much can the project work out. So it is
not just about high expenses; it is also about dedication and the willingness to put all
our efforts into it.
According to the Media Richness Theory, people have not yet chosen this technology
to enhance their lifestyles because of the technical barriers and expensive devices that
are required for its functioning. It will definitely take another decade for everyone to
acquire a VR headset and other gears for utilizing it. Communication is an inevitable
factor for any technology, as humans are known for communication and the exchange
of ideas and sharing. VR has not yet offered two-way communication where both
participants can see each other at the same time. And so it has not yet reached the

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common people, and that limitation will definitely affect the demand for such an
application.
According to the Diffusion of Innovation Theory, our society is the fifth type of adopter
in this case: laggard (a person who makes slow progress and falls behind others). We
are still not ready to accept such a technology, because it has not yet become a necessity
for anyone to survive. It has not even reached the level of luxury products that a
common wealthy man feels like buying.

4.2 Survey Analysis


A survey was carried out to assess how well-known AR and VR are among the people
of Kerala, and the results show that more individuals are familiar with these
technologies primarily through the gaming, entertainment, and educational industries
than broadcast media or other sources. In addition, compared to "virtual reality," many
of the participants are unfamiliar with the phrase "augmented reality." However, those
who are familiar with it know more about it through the entertainment and educational
sectors.

Majority of the people who attended the survey are of age group 18-25, who are living
in urban area with at least a degree as their minimum qualification and an income of

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10,000 per month. Even then, there is a percentage of people who are not familiar with
AR and VR.

Knowingly or unknowingly, people of Kerala are exposed to augmented reality


through mobile phones and television channels. But they are more familiar with the
term ‘Virtual Reality’ than ‘Augmented Reality’. It is mostly because the term ‘virtual
reality’ is popular through entertainment, education, and gaming media.

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Augmented Reality in news media is more known to the audience than virtual reality
in news media. Even though it is mostly used together by news channels now. Both the
terms are well known through the entertainment industry.

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Even though ‘Manorama’ was the first news channel to create AR elements on a virtual
set in broadcast media, most viewers are familiar to it through ‘24’ news channel.
Another majority of the people are not aware that they are watching augmented reality
elements in a virtual set.

4.3 Interview Analysis


After an interview with Mr. Densil Antony, CEO of XR Horizon Private Ltd., who
worked with the Manorama news channel in his early years when they created the first
AR/VR news content broadcast, it was clear that it is a hectic job for a news media to
take upon such a project. The financial factors are also high as the software and types
of equipment required for such a project are expensive. And there is no increase or
decrease in their watch time. So, only the people who are ready to take up the risk and
willing to work extra for such a project are currently doing it.

4.4 The pipeline of VR production


➔ Like any other project, virtual reality production also starts with idea generation.
➔ Then a detailed script is made to give a structure for the production.
➔ 3-D environment and objects are created in software like “Maya” and “Blender”, and
it is taken to virtual reality software called “Unity”.
➔ Later, it is taken to the program development department to give out the simulations
for each movement or gesture, touch, etc. “Csharp” is used for coding.

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➔ For the purpose of telecasting, “Wasp 3D” is used. A more efficient and expensive
software called “Vset 3D” is used by other high-investment companies like NDTV
news channel.

In Kerala, “24” news channel is the only one using “Vset 3D” for telecasting their
VR/AR news contents.
For broadcast VR, “vMix” software is also used for telecasting live.

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CHAPTER 5
CONCLUSION

5.1 Introduction
This chapter explains the major findings of this study. The data collected through
content analysis, survey analysis, and interview analysis are clearly interpreted and
found to have met the research objectives, as well as providing answers to the research
questions. This study yielded a few conclusions. This research was mainly focused on
an Analytical study of the Use of Augmented Reality and Virtual Reality in the news
media, specifically in the state of Kerala.

5.2 Key Findings


 It is clear that virtual reality is more popular and familiar among the population in
Kerala, even though they are more exposed to augmented reality content.
 Both AR and VR are familiar to people through the entertainment media and education
industry.
 People in the middle age group are not really familiar with the terms Augmented
Reality and Virtual Reality.
 People do like the information and entertainment content to be more interactive and
immersive.
 If AR and VR is to become cheaper than it is now, it may turn out to be more popular
among all type of people.
 Technological barrier is the main reason for people not knowing about AR and VR.
 It is also found that a percentage of people are able to interpret that the content in ‘24’
news channel has augmented reality elements.
 As per recent data, the ‘24’ news channel has the highest viewership among Malayalam
news channels, which shows us that using AR and VR elements in news content is
indeed catching the eye of people knowingly or unknowingly.
 All News organizations are not yet willing to take up the financial risk of investing in
AR and VR, even if it may increase their watch time over a period.
 It is also seen that for creating AR and VR content, the software and types of equipment
required are too expensive.

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5.3 Suggestions
 If AR and VR are ever affordable for the average person, they will undoubtedly be
used like mobile phones are today.
 If AR/VR technology becomes cost-effective, news organizations will produce more
of it, which in turn will make the news channel industry more immersive and
interactive.
 Even if considered a luxury, AR/VR equipment has not yet surpassed the status of
being a need in a man’s life.
 To increase AR/VR appeal to the general public, more entertainment, communication,
and information should be delivered through it.
 News channels should be more willing to take up the extra work and risk for producing
AR/VR news content to attract the audience and to promote the utilization of the
technology.
 In order to make AR/VR devices more affordable, industry production should be
boosted.
 The study of AR/VR software should be encouraged by educational institutions so that
more young people will enter the workforce and support this industry.

5.4 Limitations Of The Study


 It has been challenging to research the impact of AR/VR content on viewers’ watch
time in Kerala because there aren’t many news networks producing such content there.
 The fact that very few individuals own AR/VR devices has made it challenging to
comprehend how the technology is used and how it can be applied to different
industries.

5.5 Conclusion
Augmented Reality and Virtual Reality are not entirely novel technologies. But a
number of obstacles made the real adoption impossible. In many fields, including
education, AR and VR are now more viable and attractive thanks to recent technology
advancements and the spread of affordable hardware and software. They have also
been reintroduced with previously unthinkable promises. The nature of AR and VR

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promises new teaching and learning paradigms that better fit the demands of the
students of the twenty-first century. We’re now working to reinvent schooling.
Storytelling through Augmented Reality elements and a Virtual set has become the
new way of reporting in news channels all around the world. But circling around the
state of Kerala in India, the number of news channels using AR/VR technology to
create their content is very low. It is due to technological barriers the news channels in
Kerala are not willing to invest in technology for their news content. The type of
equipment and software required for such content is very expensive, which makes them
unwilling to take such a huge financial risk in their company. Ten years from now, the
technology will be more feasible and more news media will start creating such content
to enhance their channel and watch time.

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