Virtual Reality Cinema

This book is an absolute must read for any student of filmmaking, media production, transmedia storytelling and game design, as well as anyone already working in these industries that wants to understand the new challenges and opportunities ...

Author: Eric R. Williams

Publisher: Routledge

ISBN: 9781000341935

Category: Performing Arts

Page: 192

View: 562

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Award-winning cine-maVRicks Eric R. Williams, Carrie Love and Matt Love introduce virtual reality cinema (also known as 360° video or cine-VR) in this comprehensive guide filled with insider tips and tested techniques for writing, directing and producing effectively in the new medium. Join these veteran cine-VR storytellers as they break down fundamental concepts from traditional media to demonstrate how cine-VR can connect with audiences in new ways. Examples from their professional work are provided to illustrate basic, intermediate and advanced approaches to crafting modern story in this unique narrative space where there’s no screen to contain an image and no specific stage upon which to perform. Virtual Reality Cinema will prepare you to approach your own cine-VR projects via: Tips and techniques for writing, directing and producing bleeding-edge narrative cine-VR projects; More than a hundred photos and illustrations to explain complex concepts; Access to more than two hours of on-line cine-VR examples that you can download to watch on your own HMD; New techniques developed at Ohio University’s Game Research and Immersive Design (GRID) Lab, including how to work with actors to embrace Gravity and avoid the Persona Gap, how to develop stories with the Story Engagement Matrix and how to balance directorial control and audience agency in this new medium. This book is an absolute must read for any student of filmmaking, media production, transmedia storytelling and game design, as well as anyone already working in these industries that wants to understand the new challenges and opportunities of virtual reality cinema.
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Virtual Reality Cinema

This book is an absolute must read for any student of filmmaking, media production, transmedia storytelling and game design, as well as anyone already working in these industries that wants to understand the new challenges and opportunities ...

Author: Eric R. Williams

Publisher: Routledge

ISBN: 1003028284

Category: Performing Arts

Page: 192

View: 610

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"Award-winning cine-maVRicks Eric R. Williams, Carrie Love and Matt Love introduce Virtual Reality Cinema (also known as 360-video or cine-vr) in this comprehensive guide filled with insider tips and tested techniques for writing, directing, and producing effectively in the new medium. Join these veteran cine-VR storytellers as they break down fundamental concepts from traditional media to demonstrate how cine-VR can connect with audiences in new ways. Examples from their professional work are provided to illustrate basic, intermediate and advanced approaches to crafting modern story in this unique narrative space where there's no screen to contain an image and no specific stage upon which to perform. Virtual Reality Cinema will prepare you to approach your own cine-VR projects via: Tips and techniques for writing, directing and producing bleeding-edge narrative cine-VR projects; More than a hundred photos and illustrations to explain complex concepts; Access to more than two hours of on-line cine-VR examples that you can download to watch on your own HMD; New techniques developed at Ohio University's Game Research and Immersive Design (GRID) Lab, including how to work with actors to embrace Gravity and avoid the Persona Gap, how to develop stories with the Story Engagement Matrix, and how to balance directorial control and audience agency in this new medium. This book is an absolute must read for any student of filmmaking, media production, transmedia storytelling and game design, as well as anyone already working in these industries that wants to understand the new challenges and opportunities of Virtual Reality Cinema"--
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The Power of Virtual Reality Cinema for Healthcare Training

Designed for multi-disciplinary teams interested in integrating cine-VR production into their healthcare training and educational programs, this book has been written for two audiences: the healthcare professional interested in what ...

Author: John Bowditch

Publisher: CRC Press

ISBN: 9781000457049

Category: Business & Economics

Page: 272

View: 932

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Cinematic Virtual Reality brings a combination of documentary, narrative and game design principles to the medical profession and, in the healthcare arena, collaboration is a key component for creating intellectually- and emotionally- rich immersive experiences. "The Power of Virtual Reality Cinema for Healthcare Training" gathers more than a dozen experts from both the production and healthcare fields to break down best practices for creating successful cine-VR projects. Designed for multi-disciplinary teams interested in integrating cine-VR production into their healthcare training and educational programs, this book has been written for two audiences: the healthcare professional interested in what production experts consider when approaching a project, and the media expert curious about how this new technology can be used in the medical field. Highlights include: Cutting edge medical education techniques developed by Ohio University’s GRID Lab, including: PREality (creating a forced sense of deja-vu to increase acclimation time), a unique approach to eye-tracking to enhance team performance, and the low-CRIS technique (a low-cost rapid implementation strategy to capture patient care for rapid graduate student training). Insightful production techniques that will enhance your cine-VR projects including advanced plating methods to hide lighting set-ups, immersive audio considerations, and new ways to consider 360 storytelling including the Lovrick montage and the Christmas Carol continuum for story development. Detailed explanations of the production considerations and results of specific cine-VR productions (from funding approaches to distribution) including access to more than five hours of cine-VR examples of the actual productions available for download. Details on a wide variety of medical cine-VR projects, including 100 images that illustrate best practices for topics such as recording in active medical facilities, building successful multi-disciplinary teams, working within HIPAA regulations, conceptualizing cine-VR libraries for graduate education, and implementing innovative distribution models.
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Virtual Reality Cinema

This book is an absolute must read for any student of filmmaking, media production, transmedia storytelling and game design, as well as anyone already working in these industries that wants to understand the new challenges and opportunities ...

Author: Eric R. Williams

Publisher:

ISBN: 0367463407

Category: Motion pictures

Page: 240

View: 542

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Award-winning cine-maVRicks Eric R. Williams, Carrie Love and Matt Love introduce virtual reality cinema (also known as 360° video or cine-VR) in this comprehensive guide filled with insider tips and tested techniques for writing, directing and producing effectively in the new medium. Join these veteran cine-VR storytellers as they break down fundamental concepts from traditional media to demonstrate how cine-VR can connect with audiences in new ways. Examples from their professional work are provided to illustrate basic, intermediate and advanced approaches to crafting modern story in this unique narrative space where there's no screen to contain an image and no specific stage upon which to perform. Virtual Reality Cinema will prepare you to approach your own cine-VR projects via: Tips and techniques for writing, directing and producing bleeding-edge narrative cine-VR projects; More than a hundred photos and illustrations to explain complex concepts; Access to more than two hours of on-line cine-VR examples that you can download to watch on your own HMD; New techniques developed at Ohio University's Game Research and Immersive Design (GRID) Lab, including how to work with actors to embrace Gravity and avoid the Persona Gap, how to develop stories with the Story Engagement Matrix and how to balance directorial control and audience agency in this new medium. This book is an absolute must read for any student of filmmaking, media production, transmedia storytelling and game design, as well as anyone already working in these industries that wants to understand the new challenges and opportunities of virtual reality cinema.
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Virtual Reality with Cinema Technique and Storytelling

"Virtual Reality with Cinema Technique and Storytelling" is the hybrid of 3D virtual technology with the storytelling technique of cinema.

Author: Smrity Fami

Publisher: Grosvenor House Publishing Limited

ISBN: 1839752726

Category: Computers

Page: 294

View: 121

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"Virtual Reality with Cinema Technique and Storytelling" is the hybrid of 3D virtual technology with the storytelling technique of cinema.
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Jimmy s Ghost

Author: A. Shaun Kurian

Publisher:

ISBN: OCLC:972679424

Category: Digital humanities

Page: 92

View: 528

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Filming the Fantastic with Virtual Technology

This book brings fantasy storytelling to a whole new level by providing an in-depth insight into the tools used for virtual reality, augmented reality, 360 cinema and motion capture in order to repurpose them to create a virtual studio for ...

Author: Mark Sawicki

Publisher: Routledge

ISBN: 0367354217

Category:

Page: 224

View: 275

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This book brings fantasy storytelling to a whole new level by providing an in-depth insight into the tools used for virtual reality, augmented reality, 360 cinema and motion capture in order to repurpose them to create a virtual studio for filmmaking. Gone are the long days and months of post before seeing your final product. Composites and CG characters can now be shot together as fast as a live action show. Using off the shelf software and tools, authors Mark Sawicki and Juniko Moody document the set up and production pipelines of the modern Virtual/MoCap studio. They reveal the procedures and secrets for making movies in virtual sets. The high-end technology that enabled the creation of films such as Lord of the Rings, Avatar and the Jungle Book, is now accessible for smaller, independent production companies. Do you want your actors to perform inside of an Unreal Game Engine set and interact with the environment? Do you want to be able to put your live action camera on a jib or dolly and move effortlessly through both a live action and virtual space together? Do you want live performers interacting with Giants, Elves and other creatures manipulated by motion capture in real time? This book discusses all of these scenarios and more, showing readers how to create high quality virtual content using alternative, cost-effective technology. Tutorials, case studies and project breakdowns provide essential tips on how to avoid and overcome common pitfalls, making this book an indispensable guide for both beginners to create virtual backlot content and more advanced VFX users wanting to adopt best practices when planning and directing Virtual productions with Reality(R) software and Performance Capture equipment such as Qualysis.
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Jeffrey Shaw eine Gebrauchsanweisung

Mattie has a couple of dilemmas.

Author: Jeffrey Shaw

Publisher: Cantz Editions

ISBN: UOM:39015041232128

Category: Art and technology

Page: 175

View: 877

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Mattie has a couple of dilemmas. First (sigh), her parents are making her babysit her humiliating younger brother nearly nonstop. What could BE more awful than the constant company of a 4-year-old brother who acts like a dog? Then, her best friend's brother begins to show serious interest in her. Mattie thinks all her prayers have come true, that is, until her best friend Livvy stops returning her phone calls. Is this how a best friend should act? Will she have to choose between her best friend and a budding romance, and who should it be? A family crisis will force Mattie to make some difficult decisions. This very funny and very relatable story will appeal to broad swath of young teen girls.
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Digital Cinema

Stephen Prince offers a clear, concise account of how digital cinema both extends longstanding traditions of filmmaking and challenges some fundamental assumptions about film.

Author: Stephen Prince

Publisher: Rutgers University Press

ISBN: 9780813596280

Category: Performing Arts

Page: 144

View: 309

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Digital Cinema considers how new technologies have revolutionized the medium, while investigating the continuities that might remain from filmmaking’s analog era. In the process, it raises provocative questions about the status of realism in a pixel-generated digital medium whose scenes often defy the laws of physics. It also considers what these changes might bode for the future of cinema. How will digital works be preserved and shared? And will the emergence of virtual reality finally consign cinema to obsolescence? Stephen Prince offers a clear, concise account of how digital cinema both extends longstanding traditions of filmmaking and challenges some fundamental assumptions about film. It is essential reading for anyone interested in understanding how movies are shot, produced, distributed, and consumed in the twenty-first century.
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Filming the Fantastic with Virtual Technology

This book brings fantasy storytelling to a whole new level by providing an in-depth insight into the tools used for virtual reality, augmented reality, 360 cinema and motion capture in order to repurpose them to create a virtual studio for ...

Author: Mark Sawicki

Publisher: Routledge

ISBN: 9781000762488

Category: Performing Arts

Page: 220

View: 719

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This book brings fantasy storytelling to a whole new level by providing an in-depth insight into the tools used for virtual reality, augmented reality, 360 cinema and motion capture in order to repurpose them to create a virtual studio for filmmaking. Gone are the long days and months of post before seeing your final product. Composites and CG characters can now be shot together as fast as a live-action show. Using off-the-shelf software and tools, authors Mark Sawicki and Juniko Moody document the set-up and production pipelines of the modern virtual/mocap studio. They reveal the procedures and secrets for making movies in virtual sets. The high-end technology that enabled the creation of films such as The Lord of the Rings, Avatar and The Jungle Book is now accessible for smaller, independent production companies. Do you want your actors to perform inside of an Unreal® Game Engine set and interact with the environment? Do you want to be able to put your live-action camera on a jib or dolly and move effortlessly through both a live-action and virtual space together? Do you want live performers interacting with giants, elves and other creatures manipulated by motion capture in real time? This book discusses all of these scenarios and more, showing readers how to create high-quality virtual content using alternative, cost-effective technology. Tutorials, case studies, and project breakdowns provide essential tips on how to avoid and overcome common pitfalls, making this book an indispensable guide for both beginners to create virtual backlot content and more advanced VFX users wanting to adopt best practices when planning and directing virtual productions with RealityTM software and performance capture equipment such as Qualysis.
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Virtual Reality Filmmaking

Techniques & Best Practices for VR Filmmakers Celine Tricart. This is a big one. You have probably heard many times that “VR is the future of cinema,” but ...

Author: Celine Tricart

Publisher: Taylor & Francis

ISBN: 9781315280394

Category: Art

Page: 180

View: 140

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Virtual Reality Filmmaking presents a comprehensive guide to the use of virtual reality in filmmaking, including narrative, documentary, live event production, and more. Written by Celine Tricart, a filmmaker and an expert in new technologies, the book provides a hands-on guide to creative filmmaking in this exciting new medium, and includes coverage on how to make a film in VR from start to finish. Topics covered include: The history of VR; VR cameras; Game engines and interactive VR; The foundations of VR storytelling; Techniques for shooting in live action VR; VR postproduction and visual effects; VR distribution; Interviews with experts in the field including the Emmy-winning studios Felix & Paul and Oculus Story Studio, Wevr, Viacom, Fox Sports, Sundance’s New Frontier, and more.
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Echoes of Other Worlds Sound in Virtual Reality

This book explores the nature and importance of sound in virtual reality (VR). Approaching the subject from a holistic perspective, the book delivers an emergent framework of VR sound.

Author: Tom A. Garner

Publisher: Springer

ISBN: 9783319657080

Category: Social Science

Page: 377

View: 164

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This book explores the nature and importance of sound in virtual reality (VR). Approaching the subject from a holistic perspective, the book delivers an emergent framework of VR sound. This framework brings together numerous elements that collectively determine the nature of sound in VR; from various aspects of VR technology, to the physiological and psychological complexities of the user, to the wider technological, historical and sociocultural issues. Garner asks, amongst other things: what is the meaning of sound? How have fictional visions of VR shaped our expectations for present technology? How can VR sound hope to evoke the desired responses for such an infinitely heterogeneous user base? This book if for those with an interest in sound and VR, who wish to learn more about the great complexities of the subject and discover the contemporary issues from which future VR will surely advance.
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From the Inside Looking Out

This is only enhanced by digital 3D technology, which combines the constructive power of computer-generated imagery with the screen-breaking, depth-making, boundary-crossing power of 3D.

Author: Sonora Bostian

Publisher:

ISBN: OCLC:648978010

Category:

Page: 65

View: 681

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Of the various developments in film over the past century, the development of 3D effects is one of the most fascinating. This thesis examines 3D cinema in the context of immersive narratives, and argues that the experience of 3D cinema is similar to experiences with virtual reality. With the advancements of digital imagery in cinema and the resurgence of 3D, films are reaching a level of virtual immersion previously unseen. This advancement in film technology increases a film's ability to draw audiences into a constructed world for pleasure, a characteristic films have always possessed, but one that is redefined and re-imagined with growing effects technology. 3D is thus a refinement of cinema's inherent immersive properties, a development that speaks to the desire to be able to experience fiction in a way that makes it seem more realistic. This is only enhanced by digital 3D technology, which combines the constructive power of computer-generated imagery with the screen-breaking, depth-making, boundary-crossing power of 3D. Such use of the technology also benefits film by making it reminiscent of simulated videogame environments, media which are known for the pleasure they produce in creating a virtual space that users "inhabit" via avatar and control over narrative progression. 3D films, then, are appealing in their ability to turn a film into a virtual immersive experience, as opposed to a text that one simply perceives. This development speaks volumes not only of film's potential to be an experiential narrative, but in how we can analyze the pleasures that are to be derived from cinema.
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Intramediary Presence

"This thesis is concerned with the ways in which the medium of immersive virtual reality has been utilised in the art context since the early 1990s, with a view towards the contemporary relevance of the medium.

Author: Tim Leibbrandt

Publisher:

ISBN: OCLC:931661078

Category: Electronic dissertations

Page: 368

View: 452

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"This thesis is concerned with the ways in which the medium of immersive virtual reality has been utilised in the art context since the early 1990s, with a view towards the contemporary relevance of the medium. Artworks that have been realised through both Head-Mounted Display (HMD) and CAVE Automatic Virtual Environment (CAVE) systems are discussed. The first chapter uses the 1993 Solomon R. Guggenheim exhibition 'Virtual Reality: An Emerging Medium' as a starting point in order to introduce the defining concepts of immersion and interactivity into the discussion. Thereafter, the second chapter is focussed on the body in relation to immersive virtual reality, examining the idea of virtual disembodiment in detail. This discussion is influenced by William Gibson's dichotomizing of "meatspace" and "cyberspace" in Neuromancer (1984). The psychological effects of avatars (the virtual body that surrogates for the physical body in virtual reality) are also looked at. The third chapter extensively discusses the ideas of agency, interactivity and narrative in relation to expanded immersive models of cinema that incorporate active audience participation. Gonzalo Frasca's video game theory concepts of "ludology" and "narratology" are applied, as are ideas of agency from Brenda Laurel's Computers as Theatre (1993) and Janet H. Murray's Hamlet on the Holodeck (1998). These notions of agency are also juxtaposed with the problem of passivity within conventional 3D cinema. The fourth chapter concerns cyberspace (defined as a middle-space that emerges between networked telecommunication technologies) and its implications for immersive virtual reality. The chapter concludes with a nod towards the growing potential of the Internet to facilitate the distribution of immersive virtual environment artworks. Finally, the conclusion looks at technological developments that have taken place during the two years that this thesis was written in order to suggest ways forward for the medium."
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Affective Intensities and Evolving Horror Forms

By investigating how these new forms alter the dynamics of spectatorship, this book charts how cinema's affective capacities have shifted in relation to these modifications in the forms of cinematic horror.

Author: Daniel Adam Daniel

Publisher: Edinburgh University Press

ISBN: 9781474456371

Category: Performing Arts

Page: 232

View: 960

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Horror cinema is a genre that is undergoing constant evolution, from the sub-genre of 'found footage,' to post-cinematic new media forms such as Youtube horror, horror video games and cinematic virtual reality horror. By investigating how these new forms alter the dynamics of spectatorship, this book charts how cinema's affective capacities have shifted in relation to these modifications in the forms of cinematic horror. It applies a rich theoretical synthesis of phenomenological and Deleuzian approaches to a number of case studies, including films like The Blair Witch Project, Paranormal Activity and Creep as well as video games such as Alien: Isolation and new media forms such as Youtube horror and virtual reality horror.
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Spaces Mapped and Monstrous

The book features detailed analysis of a wide range of films—including Avatar (2009), Goodbye to Language (2014), Love (2015), and Clash of the Titans (2010)—demonstrating that 3D is not merely an augmentation of 2D cinema but that it ...

Author: Nick Jones

Publisher: Columbia University Press

ISBN: 9780231550710

Category: Performing Arts

Page: 305

View: 826

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Digital 3D has become a core feature of the twenty-first-century visual landscape. Yet 3D cinema is a contradictory media form: producing spaces that are highly regimented and exhaustively detailed, it simultaneously relies upon distortions of vision and space that are inherently strange. Spaces Mapped and Monstrous explores the paradoxical nature of 3D cinema to offer a critical analysis of an inescapable part of contemporary culture. Considering 3D’s distinctive visual qualities and its connections to wider digital systems, Nick Jones situates the production and exhibition of 3D cinema within a web of aesthetic, technological, and historical contexts. He examines 3D’s relationship with computer interfaces, virtual reality, and digital networks as well as tracing its lineage to predigital models of visual organization. Jones emphasizes that 3D is not only a technology used in films but also a tool for producing, controlling, and distorting space within systems of surveillance, corporatization, and militarization. The book features detailed analysis of a wide range of films—including Avatar (2009), Goodbye to Language (2014), Love (2015), and Clash of the Titans (2010)—demonstrating that 3D is not merely an augmentation of 2D cinema but that it has its own unique properties. Spaces Mapped and Monstrous brings together media archaeology, digital theory, and textual analysis to provide a new account of the importance of 3D to visual culture today.
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Affective Intensities and Evolving Horror Forms

By investigating how these new forms alter the dynamics of spectatorship, this book charts how cinema's affective capacities have shifted in relation to these modifications in the forms of cinematic horror.

Author: Daniel Adam Daniel

Publisher: Edinburgh University Press

ISBN: 9781474456388

Category: Performing Arts

Page: 232

View: 573

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Horror cinema is a genre that is undergoing constant evolution, from the sub-genre of 'found footage,' to post-cinematic new media forms such as Youtube horror, horror video games and cinematic virtual reality horror. By investigating how these new forms alter the dynamics of spectatorship, this book charts how cinema's affective capacities have shifted in relation to these modifications in the forms of cinematic horror. It applies a rich theoretical synthesis of phenomenological and Deleuzian approaches to a number of case studies, including films like The Blair Witch Project, Paranormal Activity and Creep as well as video games such as Alien: Isolation and new media forms such as Youtube horror and virtual reality horror.
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