Open Access Te Herenga Waka-Victoria University of Wellington
Browse
DOCUMENT
thesis_access.pdf (3.95 MB)
DOCUMENT
thesis_access_wide.pdf (2 MB)
TEXT
note_supplementalmaterial.txt (0.49 kB)
1/0
3 files

Considering a cinematic framework for 360 virtual reality video

thesis
posted on 2022-07-28, 02:22 authored by Samuels, Persephone

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.

History

Copyright Date

2018-01-01

Date of Award

2018-01-01

Publisher

Te Herenga Waka—Victoria University of Wellington

Rights License

Author Retains Copyright

Degree Discipline

Design Innovation; Media Design

Degree Grantor

Te Herenga Waka—Victoria University of Wellington

Degree Level

Masters

Degree Name

Master of Design Innovation

ANZSRC Socio-Economic Outcome code

970110 Expanding Knowledge in Technology

ANZSRC Type Of Activity code

4 EXPERIMENTAL DEVELOPMENT

Victoria University of Wellington Item Type

Awarded Research Masters Thesis

Language

en_NZ

Victoria University of Wellington School

School of Design

Advisors

Syed, Raqi