{"title":"Hard Life with Memory: Prison as a Narrative Space in Animated Documentary and Virtual Reality","authors":"C. Guo","doi":"10.1109/ANIVAE47543.2019.9050928","DOIUrl":"https://doi.org/10.1109/ANIVAE47543.2019.9050928","url":null,"abstract":"Artists have specific courage to confront the tragic truth. They challenge suffering through their artistic creations. This paper explores the animated documentary and VR artwork becoming a weapon for social criticism and a platform to rethink injustice. In the past ten years, unjust verdicts have become an important subject to discuss, especially thanks to contributions from the animated documentary Crulic: The Path to Beyond (2011) and Truth Has Fallen (2013). Later on, artists in VR also pay attention to prison, a marginal space and the weak unit in the justice system that allows such injustices to occur. In 6x9 (2016) and After Solitary (2017), tVR artists establish “Live Prison” by making use of the seemingly disadvantage of VR, causing people to feel sick or dizzy while playing. These works demonstrate the interdisciplinary collaborations among artists, scientists, lawyers, volunteers, social funding and mass media from all over the world, because they show solutions to the problems of prison, which should be a global collective effort.","PeriodicalId":181912,"journal":{"name":"2019 IEEE 2nd Workshop on Animation in Virtual and Augmented Environments (ANIVAE)","volume":"219 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115834853","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"VR Animation: The New Transformation of Storytelling","authors":"Gomesh Karnchanapayap","doi":"10.1109/ANIVAE47543.2019.9050887","DOIUrl":"https://doi.org/10.1109/ANIVAE47543.2019.9050887","url":null,"abstract":"Since the dawn of time, humans have innate desire to tell story. As a species, we have been telling stories for thousands of years, sharing them visually and orally. From cave paintings to verses and rhymes, we have been trying to harness the art of storytelling through man-made inventions. We invented languages to better tell our tales and communicate, we invented pigments to illustrate our stories, and we even invented animation as a platform to story tell through motions and movements. One may state that while we write, draw, paint, or animate, we are in fact projecting them out of our minds. With the advent of making a story through Virtual Animation, we are not only projecting out story visually but also projecting one's own immersive experience which can be shared by others. This paper contains preliminary results of my research in Virtual Reality storytelling. The primary Virtual Reality tool used in this experiment is Oculus Quill.","PeriodicalId":181912,"journal":{"name":"2019 IEEE 2nd Workshop on Animation in Virtual and Augmented Environments (ANIVAE)","volume":"2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122996269","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"[Title page]","authors":"","doi":"10.1109/anivae47543.2019.9050884","DOIUrl":"https://doi.org/10.1109/anivae47543.2019.9050884","url":null,"abstract":"","PeriodicalId":181912,"journal":{"name":"2019 IEEE 2nd Workshop on Animation in Virtual and Augmented Environments (ANIVAE)","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133991221","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Everything must change? Challenges for animated storytelling in VR","authors":"Hannes Rall","doi":"10.1109/ANIVAE47543.2019.9050929","DOIUrl":"https://doi.org/10.1109/ANIVAE47543.2019.9050929","url":null,"abstract":"VR enables the viewer to freely choose the point of view: Instead of being bound to a predefined screen format, he/she “becomes” the camera. This poses a huge challenge for communicating a narrative, because essential storytelling tools like framing and editing are not available to the filmmaker anymore, or must be radically rethought. On the basis of the author's current animation project ShakesVRare (a collaboration with the Shakespeare Institute in Stratford-upon-Avon), the essay at hand explains the reasons and challenges for creating a linear narrative in VR and demonstrates possible solutions.","PeriodicalId":181912,"journal":{"name":"2019 IEEE 2nd Workshop on Animation in Virtual and Augmented Environments (ANIVAE)","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134391168","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Copyright","authors":"","doi":"10.1109/anivae47543.2019.9050886","DOIUrl":"https://doi.org/10.1109/anivae47543.2019.9050886","url":null,"abstract":"","PeriodicalId":181912,"journal":{"name":"2019 IEEE 2nd Workshop on Animation in Virtual and Augmented Environments (ANIVAE)","volume":"48 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125416835","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"The Library: A Non-Intrusive Gaze Directed Virtual Reality Animation","authors":"Kaho Albert Yu","doi":"10.1109/ANIVAE47543.2019.9050930","DOIUrl":"https://doi.org/10.1109/ANIVAE47543.2019.9050930","url":null,"abstract":"In recent years, Cinematic Virtual Reality (CVR) has emerged as a unique form of VR storytelling. While narrative strategies for this new medium are still being explored, one often discussed issue is in guiding the viewer to look where the filmmaker intended. Conventional cinematic techniques such as sound and visual cues have been adopted to direct the viewer's attention. However, this dispersed viewer's attention might suggest an unexplored territory for storytelling in VR and immersive media in general. My current creative practice-led research explores how dispersed viewer's attention could be used to navigate a branching and spatial narrative structure. The Library is a work in progress, an animated VR experience that reimagines Jorge Luis Borges' Library of Babel. The story progresses according to how the viewer's gaze reacts to the narrative events that are organised both temporally and spatially, all the while without the viewer being aware of the gaze interaction mechanism. This paper presents some of the strategies that have emerged in the production of the creative work, which could lead to further explorations of a non-intrusive gaze directed interactive immersive cinema.","PeriodicalId":181912,"journal":{"name":"2019 IEEE 2nd Workshop on Animation in Virtual and Augmented Environments (ANIVAE)","volume":"212 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131958781","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}