Unwrapping virtual space through the myth of total cinema

Stephen Guynup, Elizabeth Graff
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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.
通过整体电影的神话展开虚拟空间
3D虚拟未来的幻想承诺尚未实现。VRML、Second Life和Open Sim等在线3D平台寻求3D世界网络,结果好坏参半。为了理解推动3D虚拟空间设计的广泛的创造性和认知挑战,需要对早期电影的跨学科设计进行回顾,这是一种技术先驱。150年前,以模拟为导向的“全面电影的神话”指导和限制了早期电影的发展(Bazin 1958, Manovich 2001)。电影最初被看作是一个由捕捉到的图像构成的现实的镜像世界。电影制作人花了几十年的时间才发现如何离开神话,创造蒙太奇,真正打破模拟现实,为叙事服务。本文追溯了发现的创作过程,蒙太奇和整体电影神话之间的紧张关系,然后提出了一个虚拟设计基础,源于电子游戏理论的一个被忽视的方面。
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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