Considering a cinematic framework for 360 virtual reality video
The sales of 360 cameras are estimated to increase by 7800% over the next six years (Ukonaho, 2016), while companies such as Google and Samsung continue to develop better and more affordable technologies for viewing and creating cinematic virtual reality experiences (cinematic VR). The VR medium offers new ways to communicate information and tell stories but we do not yet know how to tell those stories. The formal rules and understandings have not yet been defined. This research establishes ways that cinematic VR can appropriate techniques from cinema and game design. First, we explored a range of common cinema and game design techniques within the cinematic VR paradigm. Then, we analyzed four techniques, aperture/depth of field, 3D gifs from cinema, basic collision boxes and loading area screens derived from game design. Lastly, the most successful techniques are applied to a final short film experience in order to contribute to storytelling and communication through this medium.