Metaverse film. The rising of immersive audiovisual through disrupting traditional moving image and its conventions

Francisco-Julián Martínez-Cano
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Abstract

The development of the metaverse and its immersive technologies has had an impact on contemporary filmmaking. Associated with the concept of metaverse are the terms “VR film”, “VR cinema”, “cinematic virtual reality”, and “metaverse film”. As new expressions of digital media, virtual reality (VR) and augmented reality (AR) have become hotbeds of groundbreaking experiments with immersive audiovisual languages that have led to the production of numerous narrative works experiences that combine the real and the virtual using immersive devices.The term ‘metaverse film” could encompass all cinematic practices related to the metaverse, including videos shot in virtual worlds such as VRChat. In a sense, machinima, or films made in the last 15 years using game engines, could therefore be said to be the origin of metaverse films. Similarly, immersive VR audiovisual storytelling is part of the cinematic practices in this emerging metamedium that immerses the viewer in parallel virtual universes and makes them part of the story.Metaverse has a disrupting potential that may add new insights to the way we think of film and storytelling. Following these ideas, we consider relevant not only for the academic field, but also for the industry to frame the “metaverse film”. Using a bibliographic and different catalogs and databases review as well as major XR sections of major film festivals as main methodology, we conducted a research that goes through the immersive audiovisual fiction produced during the last decade, with the aim to set its current state of the art that might help conceptualize the term and all that surrounds fiction and non-fiction experiences of the metamedium.
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元宇宙电影。通过打破传统移动影像及其惯例,崛起身临其境的视听效果
元宇宙及其沉浸式技术的发展对当代电影制作产生了影响。与元宇宙概念相关的术语有 "VR 电影"、"VR 电影"、"虚拟现实电影 "和 "元宇宙电影"。作为数字媒体的新表现形式,虚拟现实(VR)和增强现实(AR)已成为身临其境视听语言开创性实验的温床,并催生了大量利用沉浸式设备将真实与虚拟相结合的叙事作品体验。因此,从某种意义上说,Machinima 或过去 15 年中使用游戏引擎制作的电影可以说是元宇宙电影的起源。同样,沉浸式 VR 视听故事也是这一新兴元媒体中电影实践的一部分,它让观众沉浸在平行的虚拟世界中,成为故事的一部分。根据这些观点,我们认为构建 "元宇宙电影 "不仅与学术领域相关,而且与产业相关。我们使用书目、不同目录和数据库以及主要电影节的主要 XR 部分作为主要方法,对过去十年间制作的沉浸式视听小说进行了研究,目的是确定其当前的艺术水平,以帮助对该术语以及所有围绕元媒体的虚构和非虚构体验进行概念化。
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