Technological affordances versus narrative delivery?: the practice of recent virtual reality storytelling

Miriam Ross
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Abstract

ABSTRACT Subsequent to virtual reality (VR) technologies becoming cheaper and more accessible, a new generation of practitioners have focused on the affordances and opportunities that VR can offer to storytelling. A recurring concern is how to understand the value of VR’s interactivity and how its additional, spatialised, audiovisual data can aid storytelling rather than provide surplus distraction. By focusing on three specific areas – interactive affordance; authorial and user agency; and first and third-person perspectives – this article outlines how practice in the field of VR production can lead to inductive responses to these issues, as well as their relationship with the historical questions that are raised around the implementation of new audiovisual technologies. Through a discussion of a recent VR project, Embodied, this article considers how VR technology and content can combine to explore new interactive narrative possibilities.
技术支持vs叙事传递?最近的虚拟现实故事的实践
随着虚拟现实(VR)技术变得越来越便宜,越来越容易获得,新一代的从业者开始关注VR可以为讲故事提供的支持和机会。一个反复出现的问题是,如何理解VR交互性的价值,以及它额外的、空间化的视听数据如何帮助讲故事,而不是提供多余的注意力。通过专注于三个具体领域-互动功能;作者和用户代理;以及第一人称和第三人称视角——本文概述了VR制作领域的实践如何导致对这些问题的归纳反应,以及它们与围绕新视听技术实施而提出的历史问题的关系。通过对最近的VR项目Embodied的讨论,本文考虑了VR技术和内容如何结合起来探索新的交互式叙事可能性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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