2,643 research outputs found

    Effects of Character Guide in Immersive Virtual Reality Stories

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    Bringing cinematic experiences from traditional film screens into Virtual Reality (VR) has become an increasingly popular form of entertainment in recent years. VR provides viewers unprecedented film experience that allows them to freely explore around the environment and even interact with virtual props and characters. For the audience, this kind of experience raises their sense of presence in a different world, and may even stimulate their full immersion in story scenarios. However, different from traditional film-making, where the audience is completely passive in following along director’s decisions of storytelling, more freedom in VR might cause viewers to get lost on halfway watching a series of events that build up a story. Therefore, striking a balance between user interaction and narrative progression is a big challenge for filmmakers. To assist in organizing the research space, we presented a media review and the resulting framework to characterize the primary differences among different variations of film, media, games, and VR storytelling. The evaluation in particular provided us with knowledge that were closely associated with story-progression strategies and gaze redirection methods for interactive content in the commercial domain. Following the existing VR storytelling framework, we then approached the problem of guiding the audience through the major events of a story by introducing a virtual character as a travel companion who provides assistance in directing the viewer’s focus to the target scenes. The presented research explored a new technique that allowed a separate virtual character to be overlaid on top of an existing 360-degree video such that the added character react based on the head-tracking data to help indicate to the viewer the core focal content of the story. The motivation behind this research is to assist directors in using a virtual guiding character to increase the effectiveness of VR storytelling, assuring that viewers fully understand the story through completing a sequence of events, and possibly realize a rich literary experience. To assess the effectiveness of this technique, we performed a controlled experiment by applying the method in three immersive narrative experiences, each with a control condition that was free ii from guidance. The experiment compared three variations of the character guide: 1) no guide; 2) a guide with an art style similar to the style of the video design; and 3) a character guide with a dissimilar style. All participants viewed the narrative experiences to test whether a similar art style led to better gaze behaviors that had higher likelihood of falling on the intended focus regions of the 360-degree range of the Virtual Environment (VE). By the end of the experiment, we concluded that adding a virtual character that was independent from the narrative had limited effects on users’ gaze performances when watching an interactive story in VR. Furthermore, the implemented character’s art style made very few difference to users’ gaze performance as well as their level of viewing satisfaction. The primary reason could be due to limitation of the implementation design. Besides this, the guiding body language designed for an animal character caused certain confusion for numerous participants viewing the stories. In the end, the character guide approaches still provided insights for future directors and designers into how to draw the viewers’ attention to a target point within a narrative VE, including what can work well and what should be avoide

    Soul of the Documentary. Framing, Expression, Ethics

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    ‘Soul of the Documentary’ offers a groundbreaking new approach to documentary cinema. Ilona Hongisto stirs current thinking by suggesting that the work of documentary films is not reducible to representing what already exists. By close-reading a diverse body of films - from ‘The Last Bolshevik’ to ‘Grey Gardens’ - Hongisto shows how documentary cinema intervenes in the real by framing it and creatively contributes to its perpetual unfolding. The emphasis on framing brings new urgency to the documentary tradition and its objectives, and provokes significant novel possibilities for thinking about the documentary's ethical and political potentials in the contemporary world

    FATED: An Interactive Film with Controllable Point-­‐of-­‐View Camera

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    The crossover between videogames and film inspires this thesis. It is an attempt to integrate narrative and engagement in digital filmmaking thereby enabling active audience participation in the storytelling process. By analyzing early point-­‐of-­‐view camera experiments and contemporary implementation of these techniques in first-­‐ person shooter games this thesis presents the different values of point-­‐of-­‐view perspective in both games and films. In addition, the thesis explores the impact of film on games via the use of cut scenes, narrative structure and cinematic language in order to uncover some fundamental principles of gameplay experience. Integration of an interactive point-­‐of-­‐view camera technique with traditional cinematography in a linear narrative underpins the filmmaking experimentation of this thesis. By producing a participatory film, the thesis tests this mix of filmmaking techniques and audience engagement, with a result suggesting that the viewing experience was improved

    Reassembling documentary: from actuality to virtuality

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    At a period of intense technological change, which has led to an increasing degree of modularity in documentary media, Reassembling Documentary: From Actuality to Virtuality takes up episodic documentaries and non-fiction films broken into distinctly conceptualized parts, in order to examine how the evolution of technologies transform documentary film and media\u27s relationship to the audiovisual archive across different historical periods. More specifically, the dissertation challenges the assumption that documentary film is essentially holistic in its discursive orientation and audiovisual aesthetics, by studying the fragmented works of a highly unique and international group of filmmakers, such as Harun Farocki, Werner Herzog, Péter Forgács, Aleksandr Sokurov, and James Longley in relation to the large number of modular, episodic, and mix-media films belonging to the documentary canon. To map the technological and theoretical transformations suggested in these films especially in the digital era, I propose the deployment of what I call assemblistic reading, a type of textual analysis that moves from the distinct parts of a film to the whole, shifting the attention from the hierarchy between the micro and macro elements to their mutual reconfiguration. The project is organized into four chapters, each of which examines a different form of assembly (with individual parts conceptualized as fragments, lessons, installments, and compilations respectively) in documentary media

    The Virtual Worlds of Cinema Visual Effects, Simulation, and the Aesthetics of Cinematic Immersion

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    This thesis develops a phenomenology of immersive cinematic spectatorship. During an immersive experience in the cinema, the images, sounds, events, emotions, and characters that form a fictional diegesis become so compelling that our conscious experience of the real world is displaced by a virtual world. Theorists and audiences have long recognized cinema’s ability to momentarily substitute for the lived experience of reality, but it remains an under-theorized aspect of cinematic spectatorship. The first aim of this thesis is therefore to examine these immersive responses to cinema from three perspectives – the formal, the technological, and the neuroscientific – to describe the exact mechanisms through which a spectator’s immersion in a cinematic world is achieved. A second aim is to examine the historical development of the technologies of visual simulation that are used to create these immersive diegetic worlds. My analysis shows a consistent increase in the vividness and transparency of simulative technologies, two factors that are crucial determinants in a spectator’s immersion. In contrast to the cultural anxiety that often surrounds immersive responses to simulative technologies, I examine immersive spectatorship as an aesthetic phenomenon that is central to our engagement with cinema. The ubiquity of narrative – written, verbal, cinematic – shows that the ability to achieve immersion is a fundamental property of the human mind found in cultures diverse in both time and place. This thesis is thus an attempt to illuminate this unique human ability and examine the technologies that allow it to flourish

    Identity in Flux: Cinematic Destabilization in Narrative and Form

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    This thesis explores the current transitional moment in culture as cinema, identity, and a mediated society interact in a state of flux. My film project, Photostoria, was produced to addresses issues of memory, history, and identity in a digital, socially networked age, through the relationships of the characters/actors and through cinema\u27s unique aesthetic language. The film uses a convergence and remediation of media to reflect the confusion and destabilization of identity formation in cultural terms. Specifically, time travel narratives create a metaphor for the experience of displacement in a hypermediated society. Photostoria is analyzed by way of narrative theory, new media studies, genre theory, and cultural studies in order to expose the affect in on and offline identity as consumer and producer fade into one another. The transmedia and collaborative element of the project presented through the connected website and kickstarter campaign demonstrate the way that the narrative fluctuates between virtual and non-virtual worlds

    Embodiment and the senses in travelogue filmmaking

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    This practice-based research presents an analysis of the representation of embodied experience in the travelogue film genre. It reflects upon the embodied and synaesthesic nature of the cinematic experience by tracing a shift in travelogue filmmaking from the ocular realism characteristic of early travelogue films to the emergence and proliferation of subjective approaches. Moreover, it analyses experimental travelogue films and the capacity of non-linear and non-narrative structures to express sensuous, embodied perception. 9 Meditations is the practice component of this thesis. It is an experimental travelogue film. Through its production this research explores the translation of embodied experience as a multi-sensory process into filmmaking practice. In the field of film studies, the travelogue has not been widely discussed outside historical approaches, and it has certainly never been discussed in relation to phenomenology and embodied sensation. This research articulates a new conceptual framework for both the production and theorisation of the travelogue film, as a form that is intrinsically related to performance, subjectivity and embodied perception. Moreover, this research concerns both the production process in filmmaking practice and the cinematic experience as grounded in synaesthesic, embodied perception. This approach brings to the forefront the capacity of audiovisual practice to both encode and produce sensuous knowledge

    As cinemáticas e narrativas de jogos digitais: implicações para o design de jogos

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    Game cinematics integrating filming techniques, cutscenes, and animations are likely to have a pivotal role in the player experience, emotional attachment, and relatedness to the game narrative content. In recent years, the avoidance of cuts to generate a seamless and connected game experience has challenged older patterns on storytelling in games and find new ways of intertwining gameplay with the narrative. However, a one-size-fits-all strategy may not be applied when considering different storytelling purposes, structures, and language used in diversified game genres. The purpose of this research is to examine the contributions of cinematics to affect game story comprehension, especially in young adults. A multi-stage development research method is applied, encompassing the following activities: (1) identification of requirements to develop game cinematics based on the literature review and interviews with 16 scholars and industry professionals in Game UX, and cinematic development; (2) Development of a Game Cinematics experiment for the game Mutation Madness, using first- and third- perspectives; and a (3) Comparative evaluation of game cinematics in terms of experience and narrative comprehension. The cinematics developed are tested with 46 young adults to assess the effect of the Point Of View (POV) camera on visual attention and story comprehension in Mutation Madness, using an eye- tracking experiment. The results suggest that third- perspective in game cinematics constitute omniscient knowledge of the story, evoking the sense of time and focusing on the story agents, while first- perspective visually guides the player to the game events happening in the time of gameplay. This research contributes to the Communication Sciences and Technologies field by presenting a set of best practices developing game cinematics.As cinemáticas de jogos que integram técnicas de filmagem, cutscenes, e animações, tendem a ter um papel central na experiência do jogador, envolvimento emocional, e relação com a narrativa. Nos últimos anos, os padrões mais antigos inerentes ao processo de contar histórias nos jogos têm sido desafiados pela ausência de cortes e interrupções na experiência, de modo a garantir a interconexão e o entrelaçar da jogabilidade com a narrativa. No entanto, a adoção de uma estratégia de dimensão única pode não atender a diferentes propósitos da narrativa, estruturas e linguagem utilizadas em diferentes géneros de jogos. O objetivo desta investigação é compreender o modo como as cinemáticas podem afetar a compreensão de histórias de jogos, especialmente em jovens adultos. O método de investigação de desenvolvimento é aplicado, subdividido nas seguintes etapas: (1) Identificação de requisitos para desenvolver cinemáticas de jogos com base na revisão da literatura e entrevista a 16 académicos e profissionais da indústria em experiência de jogo, e desenvolvimento de cinemáticas; (2) Desenvolvimento de cinemáticas do jogo Mutation Madness, com recurso à primeira e terceira perspetiva; e (3) Avaliação comparativa das cinemáticas de jogo em termos de experiência e compreensão da narrativa. As cinemáticas desenvolvidas são testadas por 46 jovens adultos, recorrendo à metodologia eye-tracking, para avaliar o efeito da perspetiva da câmara [Point Of View (POV)] na atenção visual e na compreensão da narrativa do jogo Mutation Madness. Os resultados sugerem que a cinemática em que é adotada a terceira perspetiva no jogo proposto contribui para um conhecimento omnisciente da história, evocando o sentido do tempo e concentrando-se nos agentes da história, enquanto a primeira perspetiva orienta visualmente o jogador para os eventos do jogo que acontecem no tempo da jogabilidade. Esta investigação contribui para a área das Ciências da Tecnologia da Comunicação ao apresentar um conjunto de melhores práticas para desenvolver as cinemáticas nos jogos.Mestrado em Comunicação Multimédi

    'Montage, my fine care': realism, surrealism and postmodernism after Bazin

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    A re-appraisal of André Bazin's theory of cinematic realism, and of his contribution to postmodern conceptions of the image (Gilles Deleuze), in light of his relationship to Surrealism (Luis Bunuel), and of his influence on the New Wave ideology and practice (with particular reference to Jean-Luc Godard)
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