Well, I have to retract what I said in post #17; I guess I'm not done prattling.
I don't watch a lot of TV for a lot of reasons, but I pass by one often enough (most frequently the gargantuan flat screen on the wall at the home of my son) and, since he and may people here in the States are
avid (pardon the pun) sports fans, this little question has bubbled in the back of my tiny triune mind for sufficient time and finally out popped at least a partial answer, which I will address with a number of links and excerpts from them below.
http://damonhernandez.blogspot.com/2008/...y-101.html
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Digital fraud in Real-Time Video: Lying with Pixels
(first published July/August 2000)
http://www.rense.com/general31/pix.htm
Excerpt:
"... the technology used to "virtually delete" the skater can now be applied in real time, live, even as a camera records a scene and instantly broadcasts it to viewers.
In the fraction of a second between video frames, any person or object moving in the foreground can be edited out, and objects that aren't there can be edited in and made to look real. "Pixel plasticity," Livingston calls it.... The best-known examples of real-time video manipulation so far are "virtual insertions" in professional sports broadcasts. Last January 30, for instance, nearly one-sixth of humankind in more than 180 countries repeatedly saw an orange first-down line stretched across the gridiron as they watched the Super Bowl. Princeton Video Imaging (PVI) in Lawrenceville, N.J., created that line, stored it in a computer, and inserted it into the live feed of the broadcast. To help determine where to insert the orange pixels, several game
cameras were fitted with sensors that tracked the cameras spatial positions and zoom levels.
Adding to the illusion of reality was the ability of the PVI system to make sure that players and referees occlude the virtual line when their bodies traverse it.
Last spring and summer, as PVI and rivals such as New York-based Sportvision were airing virtual insertion products, including simulated billboards on walls behind major league batters, a team of engineers from Sarnoff Corp. in Princeton, N.J., flew to
the Coalition Allied Operations Center of NATO's Operation Allied Force in Vicenza, Italy. Their mission: transform their experimental video processing technology into
an operational tool for rapidly locating and targeting Serbian military vehicles in Kosovo. The project was dubbed TIGER, for "targeting by image georegistration.... the TIGER team manipulated a live video feed from a Predator, an unmanned reconnaissance craft flying some 450 meters above Kosovo battlefields..... According to the Defense Advanced Research Projects Agency, TIGER technology was used extensively in the final three weeks of the Kosovo operation, during which "80 to 90 percent of the mobile targets were hit."
So far,
real-time video manipulation has been within the grasp only of technologically sophisticated organizations such as TV networks and the military. But developers of the technology say it's becoming simple and cheap enough to spread everywhere. And that has some observers wondering whether real-time video manipulation will erode public confidence in live television images, even when aired by news outlets.
"Seeing may no longer be believing," says Norman Winarsky, corporate vice president for information technology at Sarnoff. "You may not know what to trust." ....
The combination of real-time, virtual insertion with existing and emerging post-production techniques opens up
a world of manipulative opportunity.
Consider Video Rewrite technology, which its developers at the Interval Corp. and the University of California, Berkeley first demonstrated publicly three years ago. [i.e., in 1997!] With just a few minutes of video of someone talking, their system captures and stores a set of video snapshots of the way that a person's mouth-area looks and moves when saying different sets of sounds. Drawing from the resulting library of "visemes" makes it possible to depict the person seeming to say anything the producers dream up -- including utterances that the subject wouldn't be caught dead saying.
In one test application, computer scientist Christoph Bregler, now of Stanford University, and colleagues digitized two minutes of public-domain footage of President John F. Kennedy speaking during the Cuban missile crisis in 1962. Using the resulting viseme library, the researchers created "animations" of Kennedy's mouth saying things he never said, among them, "I never met Forrest Gump."
So far, the widely witnessed applications of real-time video manipulation have been in benign arenas like sports and entertainment. Already last year, however, the technology began diffusing beyond these venues into applications that raised eyebrows.
Last fall, for instance, CBS hired PVI to virtually insert the network's familiar logo all over New York City -- on buildings, billboards, fountains and other places-during broadcasts of the network's The Early Show. The New York Times ran a front-page story in January raising questions about the journalistic ethics of altering the appearance of what is really there.
The combination of real-time virtual insertion, cyber-puppeteering, video rewriting and other video manipulation technologies with a mass-media infrastructure that instantly delivers news video worldwide has some analysts worried. "Imagine you are the government of a hypothetical country that wants more international financial assistance," says George Washington University's Livingston. "You might send video of a remote area with people starving to death and it may never have happened," he says."
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See also 32 pages at Scribd on "
Augmented Reality" by Rick Oller
http://www.scribd.com/doc/44664310/Augmented-Reality
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Augmented Reality: What? Who? Why?
by Andrew Davies in the UK at InPublishing in 2010
http://www.inpublishing.co.uk/kb/article...o_why.aspx
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JUNE/JULY 2003: AS WE SEE IT
Sport and War in a Television Culture
by Ethan Brue (Assistant Professor of Engineering at Dordt College, in Sioux Center, Iowa.)
The guts of it:
"I flip on the TV. Two things dominate the screen: the Iraq war and March Madness basketball. On one channel you see in the foreground a well-known ex-basketball player provide the viewer with the "keys to victory" as the producer skillfully mixes and fades statistical graphics superimposed on breathtaking slam-dunk replays slowed down to effectively dramatize the moment. The statistics carefully outline the inventory of weapons each team had in their arsenal . . . a relentless full-court game, an ability to sink free-throws under pressure, a dominant game in the paint, a strong bench, a point-guard with lethal accuracy from long range, or a power-forward who can pound the boards.
Just a couple channels over, there is a similar picture. In the foreground a highly decorated ex-Marine is busy providing the viewer with the "keys to victory" as the producer skillfully mixes and fades statistical graphics superimposed on breathtaking replays of smart bombs and stinger missile launches, slowed down to effectively dramatize the moment. The statistics carefully outline the pre-game inventory of each of the teams . . . the capability of achieving air superiority, the most ships, planes, or tanks, the edge in mobility, the strongest supply lines, or the strongest reserves.
I hit the flashback button on the remote. The screen changes from flashing blue and red fighter plane icons representing U.S. base locations, to flashing blue and red basketball icons representing typical shot selection on the playing field. It's all the same entertaining competition. The choice is up to the viewer; the game in the desert or the war on the court. We have successfully turned war into entertaining competition and our competitive sport into war. I find both transformations to be equally destructive."
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On virtual stadium advertising
http://www.imrpublications.com/newsdetails.aspx?nid=17
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POSSIBILITIES FOR AUGMENTED AND VIRTUAL ENVIRONMENTS!
"The difference between VR and AR is that VR simulates the real-world, or other worlds, in a computer system and displays this on a computer screen, whereas
AR combines the real-world with a VR simulation via graphical elements and projects these elements onto the real-world through computer displays or through stereoscopic displays."
http://www.formargroup.net/Research/virtual.html
Prattle concluded.