Spectators' Experience of 2D Film Versus Virtual Reality Cinematic Film
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Data
2018
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Universidade Lusófona de Humanidades e Tecnologias
Resumo
Many agree that the best-known image related to virtual reality (VR) experiences is the head mounted display (HMD). While
the history of headset-mediated virtual reality dates back to the sixties with Ivan Sutherland’s Sword of Damocles trials, the
past two years have seen the release of impressive high definition image rendering HMDs that have also prompted the
production of various VR experiences such as movies, games, therapeutic content, documentaries and even simple
interactive movies just to name a few. The cinematic films had no prior precedent for this medium. Can we truly name VR
films cinematic? What can we say about the difference between 360-degree fictional movies and VR computer-generated
ones? What can we say about these new categories of technologically-mediated fiction and their spectators? How are they
different from the two-dimensional spectator experience? These are legitimate questions that I will address in my paper.
Descrição
International Journal on Stereo & Immersive Media
Palavras-chave
AUDIOVISUAL, CINEMA, REALIDADE VIRTUAL, VIRTUAL REALITY, AUDIOVISUAL, CINEMA