The emergence of virtual production – a research agenda

Jon Swords, Nina Willment
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Abstract

Virtual production is increasingly seen as a way to make film and television more efficiently by harnessing the power of game engines to create unique locations and sets, offer directors more flexibility, and to cut carbon emissions. But while the technologies at the centre of virtual production are not new, their combination into filmmaking pipelines is in its infancy and the field is evolving fast. Indeed, so rapid is its evolution that pinning down what virtual production is, or might become, is a challenge in itself. What is clear, however, is that the approach is seen as an important element of filmmaking that is here to stay. In this article, we outline the emergence of virtual production and constituent technologies to pin down its current form. We also examine the emergent orthodoxies about what virtual production can do, what it can’t do and what it might allow filmmakers to do in the future. We finish the article by outlining a research agenda for further work on virtual production for scholars interested in its technologies, impact on working practices, how it might impact equality, diversity and equality agendas, and its implications for existing and emerging skills gaps across the film and TV industry.
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虚拟生产的出现--研究议程
虚拟制作被越来越多地视为一种更有效地制作电影和电视的方法,它利用游戏引擎的强大功能来创建独特的地点和场景,为导演提供更大的灵活性,并减少碳排放。但是,虽然虚拟制作的核心技术并不新鲜,但将其与电影制作流水线相结合还处于起步阶段,而且这一领域发展迅速。事实上,虚拟制作的发展如此迅速,以至于确定虚拟制作是什么或可能成为什么本身就是一项挑战。但显而易见的是,虚拟制作被视为电影制作的一个重要元素,并将继续存在下去。在本文中,我们将概述虚拟制作的出现及其组成技术,以确定其当前的形式。我们还探讨了虚拟制作能做什么、不能做什么以及未来可能允许电影制作人做什么等新出现的正统观点。文章最后,我们为对虚拟制作的技术、对工作实践的影响、对平等、多样性和平等议程的影响以及对整个影视业现有和新出现的技能差距的影响感兴趣的学者们概述了进一步开展虚拟制作工作的研究议程。
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来源期刊
CiteScore
5.80
自引率
7.10%
发文量
98
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