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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Main Author: Hodgkinson, Gray
Other Authors: School of Art, Design and Media
Format: Conference or Workshop Item
Language:English
Published: 2020
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Online Access:https://hdl.handle.net/10356/145342
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Institution: Nanyang Technological University
Language: English
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spelling 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
institution Nanyang Technological University
building NTU Library
continent Asia
country Singapore
Singapore
content_provider NTU Library
collection DR-NTU
language English
topic Visual arts and music::Animation
Virtual Reality
Narrative
spellingShingle Visual arts and music::Animation
Virtual Reality
Narrative
Hodgkinson, Gray
Cut, don’t cut - moving the viewer through a story in animated VR
description 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.
author2 School of Art, Design and Media
author_facet School of Art, Design and Media
Hodgkinson, Gray
format Conference or Workshop Item
author Hodgkinson, Gray
author_sort Hodgkinson, Gray
title Cut, don’t cut - moving the viewer through a story in animated VR
title_short 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
title_fullStr Cut, don’t cut - moving the viewer through a story in animated VR
title_full_unstemmed Cut, don’t cut - moving the viewer through a story in animated VR
title_sort cut, don’t cut - moving the viewer through a story in animated vr
publishDate 2020
url https://hdl.handle.net/10356/145342
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