How does the virtual tour work?

A virtual tour is a sequence of panoramic images that “come together” to create a “virtual” experience of any location. Once created, the viewer can experience what it is like to be somewhere where they are not really. A virtual tour is a simulation of an existing location, usually composed of a sequence of videos or still images. You can also use other multimedia elements, such as sound effects, music, narration, and text.

It distinguishes itself from the use of live television to affect tele-tourism. With the expansion of video on the Internet, video-based virtual tours are growing in popularity. Video cameras are used for framing and traversing properties of real subjects. The benefit of this method is that the point of view is constantly changing throughout a frying pan.

However, capturing high-quality video requires much more technical skill and equipment than taking digital photos. Video also removes viewer control of the tour. Therefore, the route is the same for all spectators and the videographer chooses the subject. Digital video editing requires proficiency in video editing software and has higher computer hardware requirements.

In addition, viewing video over the Internet requires more bandwidth. Because of these difficulties, the task of creating video-based tours is often left to professionals. Virtual tours can be especially useful for universities and real estate operators who want to attract students, renters, and buyers, while eliminating the cost of traveling to numerous locations. For these applications, 3DVT can be designed and built using interactive 3D mapping technologies, such as Google Earth or Virtual Earth or X3D Earth.

A 360° virtual tour is a collection of 360-degree panoramic rotating images, “joined” to form a complete 360° view of a location. Special cameras, lenses, technology and methods are used to combine a tour into a visual experience for the viewer. A virtual tour is a visual tool that replicates the experience of visiting and walking around a property. Virtual tours, such as video tours, 3D virtual tours, and interactive 360-degree virtual tours, allow prospective buyers to interact with the home and see features in detail without having to be on-site, and have become the norm along with the use of photos and floor plans of the advertisement.

Agents use virtual tours to promote their ads to out-of-town shoppers, minimize the number of in-person visits, and differentiate their ad from the competition. One of the reasons why many agents avoid virtual tours is because they imagine that they need complicated, high-end photographic equipment. In reality, you need a panoramic or 360-degree camera, which is more affordable and easier to use than ever before. Agents should consider purchasing one to create virtual tours on a regular basis.

Choose a virtual tour software provider and see if they offer their own cameras and lenses or discounts for buying a camera. The tripod must be level to ensure that the images are uniform. This applies to any image, video, panoramic or 360-degree photography you can take. Do not attempt to create panoramic or 360-degree images without a level place to place the camera, otherwise the lines and angles of the shots will not be straight.

If your tripod does not come with a built-in spirit level, you can download a leveling tool on your smartphone. Level the tripod by adjusting the legs until the bubble is centered between the lines. Upload your images to your software program to create your virtual tour. When prompted, follow the steps to add static or panoramic images.

The software will join still images for 3D virtual tours and assemble the panoramic photos for 360-degree tours. The words “virtual tour” have become a general term used to describe any non-static representation of a property. These can be video tours, 3D virtual tours and interactive 360-degree virtual tours. A slideshow of photos of ads with music is not a virtual tour, as it does not recreate the experience of being inside or walking around a property.

While we will focus primarily on how to create 3D and 360-degree tours, video tours are still an effective way to show buyers what it's like to be inside a home. So the virtual tour, the awkward cousin of the open house, is here to stay. Analyzing its many forms, from the overproduced music video to the shaky live camera, is essential to narrow the field now, at a time when repressed supply is flooding the market and in-person tours remain elusive. In many ways, this experience resembles the crude 3D video games of the 1990s; in fact, several participants compared virtual tours to the 1993 video game MYST.

While video games have progressed dramatically since then, virtual tours remain stuck in a very similar paradigm of interaction. Loading times are slow, the number of points with 360° coverage is often limited, and movement speeds (both turn and forward or reverse) are limited to ensure that users do not have vertigo. In a physical space, users can (unconsciously) choose how fast they turn their heads and how fast they walk. This is due to the unknown “sixth sense”, called proprioception, or the ability to be aware of the position and movement of one's own body in space.

Modern video games offer a limited, but still powerful, ability to control movement speed via the common dual-stick control system (the left stick for moving through space and the right stick that controls the camera angle). The distance the joystick moves from the center controls the speed of movement. Although this process is more conscious than turning your head quickly, it is still a relatively intuitive design. Even mobile games like Fortnite have controls that can be used to move a character through a 3D space using a virtual version of the dual joystick setup.

However, virtual tours seem to be stuck in an outdated paradigm of control. Some tours solved this orientation problem by labeling each arrow with the room it was leading to. This approach worked well for tours that only had one 360 image per room; however, for virtual tours that offer relatively free movement within space, it would be very unwise to have so many labeled arrows. When free movement is enabled, place the text label for room names so that it does not get in the way (for example,.

Some routes allowed users to teleport from one part of a space to another. One focus was a gallery of images labeled in the form of a filmstrip at the bottom of the screen to allow faster access to specific rooms. Others offered a bird's-eye floor plan view or a 3D dollhouse view that allowed for reduced context and quick navigation. Even so, these solutions were riddled with bugs and stuttering performance, and users often became disoriented and lost their spatial knowledge when zooming in or out of these high-level views.

Filmstrip-style navigation was often ignored; many of our participants interacted with it only after they were asked about it (at the end of a task or session, so as not to prime the user beforehand). Users of these virtual tours longed for an expert-led and guided experience, not dominant audio narration, but thoughtful details revealed on demand. For example, a virtual art gallery focusing on a single artwork rather than a 3D space-based approach, offered an interactive tour of a single painting, zooming in on several parts and offering expert information on brushstrokes, symbolic themes in painting, and how painting related to the artist's life and other works. This example demonstrates that moving in space is not a precondition for an effective journey, but that what makes a “tour valuable to users is a rich detail and meaningful context”.

Remember, virtual tours are all about overcoming the limitations of still photography and highlighting the flow of its properties. The first example of a virtual tour was an interpretive visit for museum visitors, which consisted of a tour of a 3D reconstruction of Dudley Castle in England, as it was in 1550. There are several types of such tours, including simple options such as interactive floor plans, and more sophisticated options such as full-service virtual tours. Unlike the static surround feel of the virtual tour, a video tour is a linear tour of a location.

Therefore, before creating your virtual tour, make sure you are familiar with the design of the house and consider what information about home buyers cannot see in the photos of your ad. Any industry that wants to showcase the beauty of its location can benefit from a 360° virtual tour. Of course, you may need some shots or practices to get it right, but we've asked agents who have already done well to share their ideas on how to create a solid virtual tour. Their virtual tours may not lead to invisible purchases, but they can motivate buyers to visit their properties once the nation can return to business as usual.

Virtual tours are best for agents who want to show an ad using the most advanced marketing tools, promote their properties without relying entirely on in-person presentations, and compete against similar listings in their market. A virtual tour allows the homebuyer to fully explore each room with a 360-degree movement, says Jerry Clum, founder and CEO of Hommati, a company that provides cutting-edge technology services to real estate professionals. It doesn't make sense to take the time to take a virtual tour if it deters shoppers with clutter or poor lighting. Some feature narrative films have used the virtual walk technique for dramatic purposes.

Others call a video a virtual tour, but the viewer is at the mercy of the person who records the video with little control over what they want to see. . .

Roberta Meisels
Roberta Meisels

Subtly charming zombie aficionado. Subtly charming music guru. Amateur tv lover. Avid web junkie. Hipster-friendly tv ninja. General bacon fanatic.

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