EFFECT OF CINEMATOGRAPHY AND VIRTUAL REALITY ON AUDIENCE PRESENCE IN ANIMATION FILM NARRATIVE (CASE STUDY: CROW: THE LEGEND)
Virtual reality is a transformative medium for narrative storytelling, where content creators can completely place viewers directly into the story. The immersive experience provided can hinder the audience's focus on the content of the story. Immersive storytelling presents enormous creative...
Saved in:
Main Author: | |
---|---|
Format: | Theses |
Language: | Indonesia |
Online Access: | https://digilib.itb.ac.id/gdl/view/61571 |
Tags: |
Add Tag
No Tags, Be the first to tag this record!
|
Institution: | Institut Teknologi Bandung |
Language: | Indonesia |
id |
id-itb.:61571 |
---|---|
spelling |
id-itb.:615712021-09-27T08:10:10ZEFFECT OF CINEMATOGRAPHY AND VIRTUAL REALITY ON AUDIENCE PRESENCE IN ANIMATION FILM NARRATIVE (CASE STUDY: CROW: THE LEGEND) Cahyo Kusumo Wibowo, Eko Indonesia Theses Crow the legend, animation, cinematographic, virtual reality, immersion INSTITUT TEKNOLOGI BANDUNG https://digilib.itb.ac.id/gdl/view/61571 Virtual reality is a transformative medium for narrative storytelling, where content creators can completely place viewers directly into the story. The immersive experience provided can hinder the audience's focus on the content of the story. Immersive storytelling presents enormous creative challenges and opportunities, one of which is how to balance audience participation in the film but not forget to pay attention to the narrative of the story. The animated film Crow: The Legend (2018) is an animation that has a good storytelling and is able to provide an immersive experience to the audience. This animation is considered successful in balancing immersion and storytelling, one of which is because it won an award in the Immersive Storytelling Narrative VR category at My Hero Film Festival 2018. This study aims to examine how the cinematographic aspects commonly used in conventional films are used to create stories in virtual reality animated films. The research method used is descriptive qualitative with data analysis using the theory of cinematographic aspects and immersive aspects. In conventional films, aspects of the story and aspects of cinematography are used to build a visual storytelling in the film. To analyze the animation of Crow: The Legend, story and cinematographic aspects are reused in studying the animation of Crow: The Legend, and to determine the effect of spatial presence, the analysis is carried out using immersive theory which is divided into Narrative Immersion and Technical Immersion. The study found that the cinematographic aspect; perspective, continuity, cutting, composition and lighting can be adapted for VR films and generate new cinematographic elements that filmmakers can use to create virtual reality films. text |
institution |
Institut Teknologi Bandung |
building |
Institut Teknologi Bandung Library |
continent |
Asia |
country |
Indonesia Indonesia |
content_provider |
Institut Teknologi Bandung |
collection |
Digital ITB |
language |
Indonesia |
description |
Virtual reality is a transformative medium for narrative storytelling, where content creators can completely place viewers directly into the story. The immersive experience provided can hinder the audience's focus on the content of the story. Immersive storytelling presents enormous creative challenges and opportunities, one of which is how to balance audience participation in the film but not forget to pay attention to the narrative of the story. The animated film Crow: The Legend (2018) is an animation that has a good storytelling and is able to provide an immersive experience to the audience. This animation is considered successful in balancing immersion and storytelling, one of which is because it won an award in the Immersive Storytelling Narrative VR category at My Hero Film Festival 2018. This study aims to examine how the cinematographic aspects commonly used in conventional films are used to create stories in virtual reality animated films. The research method used is descriptive qualitative with data analysis using the theory of cinematographic aspects and immersive aspects. In conventional films, aspects of the story and aspects of cinematography are used to build a visual storytelling in the film. To analyze the animation of Crow: The Legend, story and cinematographic aspects are reused in studying the animation of Crow: The Legend, and to determine the effect of spatial presence, the analysis is carried out using immersive theory which is divided into Narrative Immersion and Technical Immersion. The study found that the cinematographic aspect; perspective, continuity, cutting, composition and lighting can be adapted for VR films and generate new cinematographic elements that filmmakers can use to create virtual reality films. |
format |
Theses |
author |
Cahyo Kusumo Wibowo, Eko |
spellingShingle |
Cahyo Kusumo Wibowo, Eko EFFECT OF CINEMATOGRAPHY AND VIRTUAL REALITY ON AUDIENCE PRESENCE IN ANIMATION FILM NARRATIVE (CASE STUDY: CROW: THE LEGEND) |
author_facet |
Cahyo Kusumo Wibowo, Eko |
author_sort |
Cahyo Kusumo Wibowo, Eko |
title |
EFFECT OF CINEMATOGRAPHY AND VIRTUAL REALITY ON AUDIENCE PRESENCE IN ANIMATION FILM NARRATIVE (CASE STUDY: CROW: THE LEGEND) |
title_short |
EFFECT OF CINEMATOGRAPHY AND VIRTUAL REALITY ON AUDIENCE PRESENCE IN ANIMATION FILM NARRATIVE (CASE STUDY: CROW: THE LEGEND) |
title_full |
EFFECT OF CINEMATOGRAPHY AND VIRTUAL REALITY ON AUDIENCE PRESENCE IN ANIMATION FILM NARRATIVE (CASE STUDY: CROW: THE LEGEND) |
title_fullStr |
EFFECT OF CINEMATOGRAPHY AND VIRTUAL REALITY ON AUDIENCE PRESENCE IN ANIMATION FILM NARRATIVE (CASE STUDY: CROW: THE LEGEND) |
title_full_unstemmed |
EFFECT OF CINEMATOGRAPHY AND VIRTUAL REALITY ON AUDIENCE PRESENCE IN ANIMATION FILM NARRATIVE (CASE STUDY: CROW: THE LEGEND) |
title_sort |
effect of cinematography and virtual reality on audience presence in animation film narrative (case study: crow: the legend) |
url |
https://digilib.itb.ac.id/gdl/view/61571 |
_version_ |
1822276277588983808 |