舞台引导虚拟现实体验:建立沉浸式扫盲的理论框架

Q3 Arts and Humanities International Journal of Film and Media Arts Pub Date : 2021-12-17 DOI:10.24140/ijfma.v6.n2.08
Henry Melki
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引用次数: 0

摘要

尽管沉浸式技术在娱乐、模拟训练、美术、包容性设计、学术和教育等领域不断改进和融入;在不融入电子游戏领域的情况下,虚拟现实(VR)在视觉叙事方面与电影和动画竞争的能力仍然存在问题。2015年,皮克斯的埃德·卡特穆尔警告电影制作人,虚拟现实“不是讲故事”,并认为叙事的线性方面构成了VR无法克服的障碍。相比之下,Catmull认为VR在游戏中有着巨大的应用。然而,VR创作者一直在推动在虚拟空间中传递叙事的界限和可能性。2019年,VR体验片《阴郁的眼睛》在圣丹斯电影节上展出,故事时长30分钟,分为3集。模拟的结构是为观众提供一定程度的自由,同时直观地引导他们穿越虚拟空间。2021年,蓝色动物园还发布了一个名为“野兽”的VR项目,其中一个骑自行车的人在积雪覆盖的山上骑行。这部短片完全是在Quill VR中创作的,目的是像戏剧而不是电影一样被对待。虽然《野兽》的创作者明确提到了戏剧的影响,但《忧郁的眼睛》的视觉语言也来自类似的戏剧根源。本文认为,当VR应该与戏剧联系在一起时,它被错误地与电影和动画相提并论。两者的观众都不像电影或动画放映时那样被动。空间和媒介要求玩家通过与演员/角色在同一空间中的存在而参与其中。戏剧是一个很有前途的候选对象,可以用来提取标准,用于开发VR的视觉语言。本研究旨在通过对比《忧郁的眼睛》和《野兽》等VR中的角色驱动叙事,构建VR视觉语言开发的框架。比较研究确立了戏剧表演中叙事的结构、素养、声音和传递形式的重叠标准和特征。然后,从可视性理论和戏剧中听觉和视觉注意力的讨论中,对这些标准进行概述和讨论,形成一个接近VR素养的整体观点。
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Stage-directing the Virtual Reality Experience: Developing a Theoretical Framework for Immersive Literacy
Despite the incremental improvement and inclusion of immersive technologies in entertainment, training simulation, fine art, inclusive design, academia, and education; Virtual Reality (VR) still faces issues regarding its ability to compete with films and animation in visual storytelling without merging into the realm of video games. In 2015, Pixar’s Ed Catmull warned moviemakers that Virtual Reality is “not storytelling” and argued that the linear aspect of narratives poses an obstacle that cannot be overcome with VR. In contrast, Catmull argued that VR has immense application in games. However, VR creators have been pushing the boundaries and possibilities of delivering narratives in virtual spaces. In 2019, the VR experience “Gloomy Eyes” was presented at the Sundance festivals featuring a 30-minute story split between 3 episodes. The simulation is structured to provide its audience with some degrees of freedom while guiding them intuitively through the virtual space. In 2021, Blue Zoo also released a VR project titled “The Beast” featuring a cyclist powering up a snow-covered mountain. The short film was entirely created in Quill VR with the intention of being treated like a theatrical play rather than a film. While the creators of “The Beast” have explicitly mentioned the influence of theatre, “Gloomy Eyes” draws its visual language from similar theatrical roots. This paper argues that VR has been mistakenly compared to film and animation when it should be associated with theatre. The audience of both are not passive as they are during the screening of a film or animation. The space and the medium demands participation through their presence in the same space with the actors/characters. Theatre presents a promising candidate for extracting criteria that could be used to develop a visual language for VR. This research aims to formulate a framework for developing a VR visual language through comparison between character-driven narratives in VR such as “Gloomy Eyes” and “The Beast”. The comparative study establishes overlapping criteria and characteristics found in the structure, literacy, sound, and delivery format of narratives in a theatrical performance. These criteria are then outlined and discussed, drawing from affordance theory and discussions on aural and visual attention in theatre, to form a holistic view in approaching VR literacy.
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来源期刊
International Journal of Film and Media Arts
International Journal of Film and Media Arts Arts and Humanities-Visual Arts and Performing Arts
CiteScore
0.20
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