一个“最好的美食”:360°VR全视角叙事

P. Moody
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引用次数: 8

摘要

关于叙事在虚拟现实(VR)制作中的作用已经有很多文章(Aylett & Louchart, 2003;Aylett et al, 2005;瑞安,2001;2005;2008;2009),但观众的角色,以及他们对内容的相对控制程度,导致一些学者认为,用叙事术语描述VR存在本体论问题。本文通过分析近年来出现的虚拟现实理论不足的方面——360°电影,调查了其中的一些假设。该公司认为,360度电影代表了VR的一个更重要的方面,而不是之前所认识到的。通过这种方式,本文将这一媒介确立为一个重要的研究领域,并认为最终它将成为这一内容的商业基础设施,它将定义沉浸式故事叙述的参数。的
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An 'Amuse-Bouche at Best': 360° VR Storytelling in Full Perspective
Much has been written about the function of narrative in virtual reality (VR) productions (Aylett & Louchart, 2003; Aylett et al, 2005; Ryan, 2001; 2005; 2008; 2009), but the role of the audience, and the relative degree of control that they have over the content, has led some scholars to believe that there is an ontological problem with describing VR in narrative terms. This article investigates some of these assumptions, via an analysis of an undertheorised aspect of VR that has emerged in recent years – the 360° film. It argues that 360° film represents a much more important aspect of VR than has been previously recognised. In so doing, the article establishes this medium as an important field of study, and argues that ultimately, it will be the commercial infrastructure for this content which will define the parameters of immersive storytelling. the of
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