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Cinematic Narration in VR - Rethinking Film Conventions for 360 Degrees

机译:VR - 重新思考电影约360度的电影叙事

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The rapid development of VR technology in the past three years allowed artists, filmmakers and other media producers to create great experiences in this new medium. But filmmakers are, however, facing big challenges, when it comes to cinematic narration in VR. The old, established rules of filmmaking do not apply for VR films and important techniques of cinematography and editing must be completely rethought. Possibly, a new filmic language will be found. But even though filmmakers eagerly experiment with the new medium already, there exist relatively few scientific studies about the differences between classical filmmaking and filmmaking in 360 and VR. We therefore present this study on cinematic narration in VR. In this we give a comprehensive overview of techniques and concepts that are applied in current VR films and games. We place previous research on narration, film, games and human perception into the context of VR experiences and we deduce consequences for cinematic narration in VR. We base our assumptions on a conducted empirical test with 50 participants and on an additional online survey. In the empirical study, we selected 360-degree videos and showed them to a test-group, while the viewer's behavior and attention was observed and documented. As a result of this paper, we present guidelines which suggest methods of guiding the viewers' attention as well as approaches to cinematography, staging and editing in VR.
机译:VR技术在过去三年的快速发展允许艺术家,电影制作者和其他媒体生产者在这一新媒体中创造出巨大的经历。但是,电影制作人面临着大挑战,当涉及到VR的电影叙述时。旧的,既定的电影制作规则不适用于VR薄膜,并且必须完全恢复电影摄影和编辑的重要技术。可能是,将找到一种新的电影语言。但即使电影制造商已经热切地尝试了新媒介,也存在关于360和VR在360和VR的古典电影制作和电影的差异的科学研究。因此,我们对VR的电影叙事进行了本研究。在此,我们全面概述当前VR电影和游戏中的技术和概念。我们以前对VR经验的背景下的叙事,电影,游戏和人类看法进行了研究,我们向VR中的电影叙事作出了措施。我们将我们的假设基于50名参与者和额外的在线调查的经验测试。在实证研究中,我们选择了360度视频,并将其显示给测试组,而观众的行为和关注被录得和记录。由于本文,我们提出了指导指导观众关注的方法以及在VR中进行摄影,分期和编辑的方法的方法。

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