Cut, don’t cut - moving the viewer through a story in animated VR
One of the most disruptive and disorienting experiences in VR is the camera cut, when the entire 360-degree panoramic view undergoes a total change from one view to another. While a ubiquitous device in 2D media, the camera cut has a dramatically stronger efect in VR. In the VR world, the screen...
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sg-ntu-dr.10356-1453422023-03-11T19:46:15Z Cut, don’t cut - moving the viewer through a story in animated VR Hodgkinson, Gray School of Art, Design and Media 7th International Conference on Illustration and Animation (CONFIA 2019) Visual arts and music::Animation Virtual Reality Narrative One of the most disruptive and disorienting experiences in VR is the camera cut, when the entire 360-degree panoramic view undergoes a total change from one view to another. While a ubiquitous device in 2D media, the camera cut has a dramatically stronger efect in VR. In the VR world, the screen is all encompassing, so any interruption to this view is fully disruptive. Furthermore, the viewer may have no fxed visual references, so any sudden changes will likely cause physical disorientation. In VR, a camera cut is like a blink, and upon opening the eyes, the viewer has been instantly transported to another location. Changes in camera position, angle, orientation, lighting, and any aspect of point of view will have an immediate, unconscious visceral efect on the viewer. Deliberate cinematic devices such as cuts and other transition devices such as teleportation, also have the risk of decreasing the sense of immersion, and consequently, presence. The VR experience has been seen by many to ofer an increased state of presence, and consequently, an increase in empathy that 2D cannot achieve, but these qualities seem to contradict the narrative tools of direction and editing. However, creators of animated VR narratives are fnding their own solutions that retain the power of storytelling while beneftting from the experiential qualities of VR. Published version 2020-12-17T08:48:13Z 2020-12-17T08:48:13Z 2019 Conference Paper Hodgkinson, G. (2019). Cut, don’t cut - moving the viewer through a story in animated VR. Proceedings of 7th International Conference on Illustration and Animation (CONFIA 2019), 50-57. 978-989-54489-0-6 https://hdl.handle.net/10356/145342 50 57 en © 2019 International Conference on Illustration and Animation at the Polytechnic Institute of Cavado and Ave . All rights reserved. This paper was published in Proceedings of 7th International Conference on Illustration and Animation (CONFIA 2019) and is made available with permission of International Conference on Illustration and Animation at the Polytechnic Institute of Cavado and Ave. application/pdf |
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Visual arts and music::Animation Virtual Reality Narrative Hodgkinson, Gray Cut, don’t cut - moving the viewer through a story in animated VR |
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One of the most disruptive and disorienting experiences in VR is the
camera cut, when the entire 360-degree panoramic view undergoes a
total change from one view to another. While a ubiquitous device in 2D
media, the camera cut has a dramatically stronger efect in VR. In the VR
world, the screen is all encompassing, so any interruption to this view is
fully disruptive. Furthermore, the viewer may have no fxed visual references, so any sudden changes will likely cause physical disorientation.
In VR, a camera cut is like a blink, and upon opening the eyes, the viewer
has been instantly transported to another location. Changes in camera
position, angle, orientation, lighting, and any aspect of point of view will
have an immediate, unconscious visceral efect on the viewer. Deliberate cinematic devices such as cuts and other transition devices such as
teleportation, also have the risk of decreasing the sense of immersion,
and consequently, presence. The VR experience has been seen by many
to ofer an increased state of presence, and consequently, an increase in
empathy that 2D cannot achieve, but these qualities seem to contradict
the narrative tools of direction and editing. However, creators of animated VR narratives are fnding their own solutions that retain the power of
storytelling while beneftting from the experiential qualities of VR. |
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School of Art, Design and Media |
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School of Art, Design and Media Hodgkinson, Gray |
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Conference or Workshop Item |
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Hodgkinson, Gray |
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Hodgkinson, Gray |
title |
Cut, don’t cut - moving the viewer through a story in animated VR |
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Cut, don’t cut - moving the viewer through a story in animated VR |
title_full |
Cut, don’t cut - moving the viewer through a story in animated VR |
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Cut, don’t cut - moving the viewer through a story in animated VR |
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Cut, don’t cut - moving the viewer through a story in animated VR |
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cut, don’t cut - moving the viewer through a story in animated vr |
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2020 |
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https://hdl.handle.net/10356/145342 |
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