将具有适应性的电影虚拟现实技术应用于讲述土著故事

IF 2.1 3区 计算机科学 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS ACM Journal on Computing and Cultural Heritage Pub Date : 2024-02-12 DOI:10.1145/3647996
Lingwei Tong, Robert W. Lindeman, Heide Lukosch, Rory Clifford, Holger Regenbrecht
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引用次数: 0

摘要

电影虚拟现实(CVR)是一种基于叙事的虚拟现实(VR)体验风格,建立在拍摄或计算机生成的 360 度视频基础上。由于 CVR 越来越流行和普及,研究人员和从业人员一直在努力解决各种挑战,例如观众的自由选择与创作者对观看位置的控制之间的冲突,或者由于这种自由而错过关键故事元素的风险。作为解决方案的一部分,CVR 创作者采用了注意力引导线索,引入观众互动,并将这两种技术结合到包罗万象的 CVR 制作框架中。然而,很少有 CVR 项目能考虑到每个观众在背景、喜好和期望方面的各种差异。此外,这些项目在展示和数字化现实世界中的故事时,没有考虑内容创作者/所有者的视角,尤其是在考虑观众与所包含的文化意义之间的联系时。本文介绍了一个案例研究,以探讨在 CVR 体验中如何使用对观众情况的适应性以及与毛利人(新西兰土著人)讲故事语境的一致性。在案例研究中,我们首先与 Te Rau Aroha Marae(新西兰南部深处一个活跃的毛利文化遗址)的说书人进行了共同设计会议,讨论了从虚拟说书活动的参观者那里收集适当特征的问题,然后共同建立了角色作为代表工具。然后,通过一个适应性强的虚拟现实系统捕捉并展示 pūrākau(故事)的 360 度视频。我们与讲故事的人一起进行了评估,以验证该系统,并收集关于在毛利人讲故事中使用 CVR 以及具有适应性的 CVR 的文化适宜性的反思和意见。最后,我们对未来 CVR 框架可能的改进进行了讨论。
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Applying Cinematic Virtual Reality with Adaptability to Indigenous Storytelling

Cinematic Virtual Reality (CVR) is a style of narrative-based Virtual Reality (VR) experience built on filmed or computer-generated 360-degree videos. Since CVR is becoming more popular and widely accessible, researchers and practitioners have been trying to address challenges such as the conflict between the viewer’s freedom of choice and the creator’s control over where to look, or the risk of missing key story elements due to such freedom. As part of the solution, CVR creators employ attention-guiding cues, introduce viewer interaction, and combine these two techniques into all-encompassing CVR production frameworks. However, there are very few CVR projects that embrace the various differences in the backgrounds, preferences, and expectations of each individual viewer. Further to this, they do not consider the content creator/owners’ perspective when presenting and digitizing stories from the real world, especially when considering viewer’s connection to the cultural significance contained. In this paper, a case study is presented to explore the use of adaptability to viewer situations and the coherence to Māori (the indigenous people of New Zealand) storytelling contexts in CVR experiences. In the case study, we began with co-design sessions with storytellers from Te Rau Aroha Marae (an active Māori cultural heritage site in the deep south of New Zealand), about appropriate features to collect from visitors to a virtual storytelling event, then co-built personas as representative tools. 360-degree videos of pūrākau (stories) were then captured and presented via an adaptable VR system. Evaluations were conducted with the storytellers to validate the system, and to collect reflections and opinions on both the use of CVR in Māori storytelling and the cultural appropriateness of CVR with adaptability. We conclude this paper with a discussion of possible improvements for future CVR frameworks.

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来源期刊
ACM Journal on Computing and Cultural Heritage
ACM Journal on Computing and Cultural Heritage Arts and Humanities-Conservation
CiteScore
4.60
自引率
8.30%
发文量
90
期刊介绍: ACM Journal on Computing and Cultural Heritage (JOCCH) publishes papers of significant and lasting value in all areas relating to the use of information and communication technologies (ICT) in support of Cultural Heritage. The journal encourages the submission of manuscripts that demonstrate innovative use of technology for the discovery, analysis, interpretation and presentation of cultural material, as well as manuscripts that illustrate applications in the Cultural Heritage sector that challenge the computational technologies and suggest new research opportunities in computer science.
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