过渡到沉浸状态:混合现实表演和电影虚拟现实的过渡设计

IF 1.3 4区 艺术学 0 ART
Camilla Jaller, Stefania Serafin
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引用次数: 2

摘要

摘要电影虚拟现实(CVR)体验正在越来越多地扩大其对VR耳机之外的其他媒体的使用,包括场景、空间声音和现场表演,以成功地将观众转化为体验。因此,它们促进了人们对过渡设计的高度兴趣,以确保体验的连续性。在本文中,作者认为,回归轨迹的人机交互(HCI)概念为考虑CVR装置的过渡设计提供了一个富有成效的起点。然而,HCI文献中对过渡及其设计的明确探索是有限的。这与包括行为艺术、主题公园、电子游戏和真人角色扮演在内的沉浸式风格中强烈的“野外”设计重点形成了鲜明对比。因此,本文通过回归现有的案例研究,以过渡设计为重点,提出了轨迹框架,以讨论两种现有的设计策略,并为CVR背景下的研究指明未来方向。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Transitioning into states of immersion: transition design of mixed reality performances and cinematic virtual reality
ABSTRACT Cinematic virtual reality (CVR) experiences are increasingly expanding their use of additional media outside the VR headset, including scenography, spatial sound, and live performance, to successfully transition their audience into the experience. As such, they promote a heightened interest in transition design to secure experience continuity. In this paper, the authors argue that returning to the Human–Computer Interaction (HCI) concept of trajectories provides a fruitful starting point for considering transition design in CVR installations. However, explicit explorations of transitions and their design in HCI literature are limited. This contrasts with a strong design focus ‘in the wild’ across immersive genres including performance art, theme parks, video games, and live-action roleplay. Therefore, this paper advances the trajectory framework by returning to existing case studies with a transition design focus in order to discuss two existing design strategies and to mark future directions for research in the context of CVR.
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来源期刊
CiteScore
3.10
自引率
9.10%
发文量
19
期刊介绍: Digital Creativity is a major peer-reviewed journal at the intersection of the creative arts, design and digital technologies. It publishes articles of interest to those involved in the practical task and theoretical aspects of making or using digital media in creative disciplines. These include but are not limited to visual arts, interaction design, physical computing and making, computational materials, textile and fashion design, filmmaking and animation, game design, music, dance, drama, architecture and urban design. The following list, while not exhaustive, indicates a range of topics that fall within the scope of the journal: * New insights through the use of digital media in the creative process * The relationships between practice, research and technology * The design and making of digital artefacts and environments * Interaction relationships between digital media and audience / public * Everyday experience with digital design and artwork * Aspects of digital media and storytelling * Theoretical concepts
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