Studies In Australasian Cinema · 2017 · 134 citations · 6 references
HumanitiesFilm StudiesMedia ArtsNarrative StudiesNarrative TheoryNarratologyDigital NarrativeImmersive MediaImmersive StorytellingNarrative DesignVirtual RealityVirtual Reality Storytelling360-Degree Video StorytellingCinematic Virtual RealityImmersionNarrative MediaViewer AttentionViewer InteractionVirtual Reality Cinematic StorytellingVirtual Reality Narrative
Storytelling in 360‑degree VR requires user‑focused engagement with time and place, positioning the viewer as an active participant rather than a passive observer, which creates unique challenges and opportunities for immersion and interaction. The article reviews literature and case studies to explore how to conceptualize and write short narratives for cinematic 360‑degree virtual reality. The study reviews literature and analyzes three recent works to highlight emerging approaches to narrative structure, audience acclimation, and directing viewer attention in 360‑degree VR. The review finds no single established screen grammar for 360‑degree VR narratives, though some commonalities exist across case studies.
With reference to three recently produced Australian case studies, this article explores approaches to the conceptualization and writing of short narratives for the emerging medium of cinematic 360-degree virtual reality. Storytelling for this format involves a user-focused engagement with time and place. Whereas the viewer of classical narrative media, such as film or television, is for the most part passive, the VR viewer is 'present' as an active agent who engages with the unfolding narrative as either witness or participant. These factors present a number of challenges and opportunities for the creator of narrative VR, when considering viewer immersion and/or interaction in the 360-degree environment. The article presents a review of literature that interrogates the specifics of writing for VR, with a specific focus on 360-degree, immersive projects. By interrogating the form of three recently produced works, the author highlights emerging approaches to narrative structure, audience acclimation and the directing of viewer attention. While some commonalities can be observed across these case studies, the article concludes that to date, there is no one approach and no fully established screen grammar associated with a 360-degree VR narrative.
6
David J. DeRose, Brenda Laurel · TDR/The Drama Review · 1993 · 1.3K citations
Communication in the age of virtual reality
Dan Berkowitz · Public Relations Review · 1995 · 461 citations
A preliminary poetics for interactive drama and games
Michael Mateas · Digital Creativity · 2001 · 194 citations
Humanities, Theatre Studies, Drama +12
Towards a narrative theory of virtual reality
Ruth Aylett, Sandy Louchart · Virtual Reality · 2003 · 182 citations
Arts, Media Arts, Narrative Studies +13