Virtual Reality (VR) has grown since the first devices for personal use became available on the market. However, the production of cinematographic content in this new medium is still in an early exploratory phase. The main reason is that cinematographic language in VR is still under development, and we still need to learn how to tell stories effectively. A key element in traditional film editing is the use of different cutting techniques, in order to transition seamlessly from one sequence to another. A fundamental aspect of these techniques is the placement and control over the camera. However, VR content creators do not have full control of the camera. Instead, users in VR can freely explore the 360° of the scene around them, which potent...
The purpose of this research project was to examine how immersive digital virtual technologies have ...
Advances in head mounted displays (HMDs) have increased the interest in cinematic virtual reality as...
One of the most disruptive and disorienting experiences in VR is the camera cut, when the entire 36...
Virtual Reality (VR) has grown since the first devices for personal use became available on the mark...
Virtual Reality (VR) is gaining popularity in recent years due to the commercialization of personal ...
Traditional cinematography has relied for over a century on a well-established set of editing rules,...
Virtual reality (VR) is a powerful medium for 360° 360 storytelling, yet content creators are still ...
The rapid development of VR technology in the past three years allowed artists, filmmakers and other...
The usage of film cuts, or transitions, is a powerful technique in interactive storytelling to expre...
Straight cuts are a storytelling tool that is used to direct the viewer’s attention towards the main...
360 degree film making necessitates a new language for storytelling. We investigate this issue from ...
In this paper we explore methods that are currently used by professional virtual reality (VR) filmma...
Methods of storytelling in cinema have well established conventions that have been built over the co...
This research aimed to analyse how 360-degree video influences film narrative. 360-degree video, a...
Much has been written about the function of narrative in virtual reality (VR) productions (Aylett & ...
The purpose of this research project was to examine how immersive digital virtual technologies have ...
Advances in head mounted displays (HMDs) have increased the interest in cinematic virtual reality as...
One of the most disruptive and disorienting experiences in VR is the camera cut, when the entire 36...
Virtual Reality (VR) has grown since the first devices for personal use became available on the mark...
Virtual Reality (VR) is gaining popularity in recent years due to the commercialization of personal ...
Traditional cinematography has relied for over a century on a well-established set of editing rules,...
Virtual reality (VR) is a powerful medium for 360° 360 storytelling, yet content creators are still ...
The rapid development of VR technology in the past three years allowed artists, filmmakers and other...
The usage of film cuts, or transitions, is a powerful technique in interactive storytelling to expre...
Straight cuts are a storytelling tool that is used to direct the viewer’s attention towards the main...
360 degree film making necessitates a new language for storytelling. We investigate this issue from ...
In this paper we explore methods that are currently used by professional virtual reality (VR) filmma...
Methods of storytelling in cinema have well established conventions that have been built over the co...
This research aimed to analyse how 360-degree video influences film narrative. 360-degree video, a...
Much has been written about the function of narrative in virtual reality (VR) productions (Aylett & ...
The purpose of this research project was to examine how immersive digital virtual technologies have ...
Advances in head mounted displays (HMDs) have increased the interest in cinematic virtual reality as...
One of the most disruptive and disorienting experiences in VR is the camera cut, when the entire 36...