{"title":"把相机放在哪里","authors":"Sylvia Rothe, Vanessa Sarakiotis, H. Hussmann","doi":"10.1145/3359996.3364798","DOIUrl":null,"url":null,"abstract":"This paper describes aspects which are important for camera positioning in cinematic virtual reality. For our findings, we took a closer look at proxemics, the study on how humans behave in regard to space and distances. We explored well-known shot sizes used in traditional filmmaking and put them in relation to proxemics distances. The results were adapted to camera distances in cinematic virtual reality.","PeriodicalId":393864,"journal":{"name":"Proceedings of the 25th ACM Symposium on Virtual Reality Software and Technology","volume":null,"pages":null},"PeriodicalIF":0.0000,"publicationDate":"2019-11-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"4","resultStr":"{\"title\":\"Where to Place the Camera\",\"authors\":\"Sylvia Rothe, Vanessa Sarakiotis, H. Hussmann\",\"doi\":\"10.1145/3359996.3364798\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This paper describes aspects which are important for camera positioning in cinematic virtual reality. For our findings, we took a closer look at proxemics, the study on how humans behave in regard to space and distances. We explored well-known shot sizes used in traditional filmmaking and put them in relation to proxemics distances. The results were adapted to camera distances in cinematic virtual reality.\",\"PeriodicalId\":393864,\"journal\":{\"name\":\"Proceedings of the 25th ACM Symposium on Virtual Reality Software and Technology\",\"volume\":null,\"pages\":null},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2019-11-12\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"4\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of the 25th ACM Symposium on Virtual Reality Software and Technology\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/3359996.3364798\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 25th ACM Symposium on Virtual Reality Software and Technology","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3359996.3364798","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
This paper describes aspects which are important for camera positioning in cinematic virtual reality. For our findings, we took a closer look at proxemics, the study on how humans behave in regard to space and distances. We explored well-known shot sizes used in traditional filmmaking and put them in relation to proxemics distances. The results were adapted to camera distances in cinematic virtual reality.