{"title":"Unwrapping virtual space through the myth of total cinema","authors":"Stephen Guynup, Elizabeth Graff","doi":"10.1145/2466627.2466649","DOIUrl":null,"url":null,"abstract":"Visionary promises of a 3D virtual future are unfulfilled. Online 3D platforms such as VRML, Second Life, and Open Sim sought a 3D web of worlds and delivered, at best, mixed results. To understand the broad creative and cognitive challenges that drive the design of 3D virtual spaces, a cross-disciplinary design review of early cinema, a technical precursor, is needed. 150 years ago, a simulation oriented \"Myth of a Total Cinema\" guided and limited the development of the earliest films (Bazin 1958, Manovich 2001). Cinema was first seen as a realistic mirror world made of captured images. It would take decades for film makers to discover how to leave the myth and create montage, literally breaking a simulated reality apart in service to narrative. This text retraces the creative process of discovery, the tension between montage and the myth of total cinema, and then proposes a virtual design foundation stemming from an overlooked aspect of videogame theory.","PeriodicalId":333903,"journal":{"name":"Proceedings of the 9th ACM Conference on Creativity & Cognition","volume":"40 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2013-06-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 9th ACM Conference on Creativity & Cognition","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/2466627.2466649","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
Visionary promises of a 3D virtual future are unfulfilled. Online 3D platforms such as VRML, Second Life, and Open Sim sought a 3D web of worlds and delivered, at best, mixed results. To understand the broad creative and cognitive challenges that drive the design of 3D virtual spaces, a cross-disciplinary design review of early cinema, a technical precursor, is needed. 150 years ago, a simulation oriented "Myth of a Total Cinema" guided and limited the development of the earliest films (Bazin 1958, Manovich 2001). Cinema was first seen as a realistic mirror world made of captured images. It would take decades for film makers to discover how to leave the myth and create montage, literally breaking a simulated reality apart in service to narrative. This text retraces the creative process of discovery, the tension between montage and the myth of total cinema, and then proposes a virtual design foundation stemming from an overlooked aspect of videogame theory.