唤起,而非展现:电影虚拟现实中的叙事与《纠缠》的制作

Q3 Arts and Humanities
Simon Weaving
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引用次数: 2

摘要

在过去的三年里,电影虚拟现实(CVR)已经成为一种利用VR技术沉浸式特性的媒体叙事形式。然而,作为一种实践,它给编剧和导演带来了许多挑战,他们习惯于控制观众体验叙事的框架。本研究概述了《缠结》(一种结合双声音频的实景、立体VR体验)的制作过程,并参考了关于电影VR的新兴学术知识体系,特别是关于观众位置和叙事性质的观点,反思了概念的发展和制作决策。该研究解决了这些领域知识的一些空白,调和了对生产过程现实的深刻理解的理论立场。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Evoke, don’t show: Narration in cinematic virtual reality and the making of Entangled
Over the past three years, cinematic virtual reality (CVR) has emerged as a form of media storytelling that takes advantage of the immersive properties of VR technology. However, as a practice it poses a number of challenges for the writer‐director used to controlling the frame through which the viewer experiences the narrative. This research outlines the making of Entangled (a live-action, stereoscopic, VR experience incorporating ambisonic audio) and reflects on concept development and production decision-making with reference to the emerging body of academic knowledge about cinematic VR, in particular ideas about the position of the viewer and the nature of narration. The research addresses some of the gaps in knowledge in these areas, reconciling theoretical positions with a deep understanding of the realities of production processes.
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来源期刊
Virtual Creativity
Virtual Creativity Arts and Humanities-Arts and Humanities (miscellaneous)
CiteScore
0.90
自引率
0.00%
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