27 research outputs found
'An Amuse-Bouche at Best': 360 Degree VR Storytelling in Full Perspective
Much has been written about the function of narrative in virtual reality (VR) productions (Aylett & Louchart, 2003; Aylett et al, 2005; Ryan, 2001; 2005; 2008; 2009), but the role of the audience, and the relative degree of control that they have over the content, has led some scholars to believe that there is an ontological problem with describing VR in narrative terms. This article investigates some of these assumptions, via an analysis of an undertheorised aspect of VR that has emerged in recent years – the 360° film. It argues that 360° film represents a much more important aspect of VR than has been previously recognised. In so doing, the article establishes this medium as an important field of study, and argues that ultimately, it will be the commercial infrastructure for this content which will define the parameters of immersive storytelling
Experimenting on film: technology meets arts
Interactive films depend on the participation of viewers. This participation usually translates into
making decisions that determine the sequence of the narrative. Many interactive films make use
of an interaction design that reduces the viewer’s immersiveness by interrupting the narrative to
allow choices and the use of graphics to alert about decision points. This article describes how
“Dialectical Polyptych” focuses on the possibility of creating an interactive aesthetic experience of
filmic visualization without the interference of visual elements, allowing immersive participation
with a transparent interface.info:eu-repo/semantics/publishedVersio
