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The use of the term "virtual reality" to describe 360-degree video has been disputed, as VR typically refers to interactive experiences wherein the viewer's motions can be tracked to allow real-time interactions within a virtual environment, with orientation and position tracking. In 360-degree video, the locations of viewers are fixed, viewers are limited to the angles captured by the cameras, and cannot interact with the environment. The non-dynamic nature of video also means that rendering techniques cannot be used to reduce the risk of motion sickness.
When you export your video from your camera, if you are using a 360 video device chances are it is already in one of the popular 360 monoscopic formats: equirectangular, spherical fisheye or dual fisheye. When you play it back on your computer's default video player (example Windows Media Player), your footage does not look right because this is not a 360 video player. Below is likely one of the views you are seeing when you open it in a standard video player:
In this day and age, a business that doesn't use video marketing is like a teenager without a smartphone: very rare. Rapid shifts in modern technology have caused the marketing landscape to evolve with it. Many people seek dynamic, engaging forms of content. Most of us have watched at least one video (likely more) at some point today. If you're on the internet, especially a social media site, v [...]
360-degree video is typically formatted in an equirectangular projection and is either monoscopic, with one image directed to both eyes, or stereoscopic, viewed as two distinct images directed individually to each eye for a 3D effect. Due to this projection and stitching, equirectangular video exhibits a lower quality in the middle of the image than at the top and bottom. Spherical videos are frequently in curvilinear perspective with a fisheye effect. The heavy barrel distortion often requires rectilinear correction before applications in detection, tracking or navigation.