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Project Orpheus A Research Study into 360° Cinematic VR

Published: 14 June 2017 Publication History

Abstract

When creating content for virtual reality, filmmakers find that they need to re-evaluate the tools they have traditionally used to tell their stories, and explore the new possibilities that this particular medium has to offer. To determine how storytelling- and filmmaking tools function in VR, the concept of presence is currently being re-evaluated for its possibilities to be used as a measurement of the relative effectiveness of these tools. The research project Project Orpheus is presented as a case study into trans-medial storytelling, exploring how the impact of a traditional television show may be reinforced by an immersive VR experience. The movie was subsequently used to conduct a small qualitative study into the use of 3D sound to guide the viewers attention in VR.

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  • (2024)Exploring the Viewer’s Role in Narrative-Based Animated Virtual Reality Experiences: Strategies for Role Activation and Immersive StorytellingAnimation10.1177/1746847724128163519:2-3(101-128)Online publication date: 14-Nov-2024
  • (2024) Semio-narrative positioning, forensic storytelling and post-digital activism in Travelling While Black (2019) Cogent Arts & Humanities10.1080/23311983.2024.240709511:1Online publication date: 25-Sep-2024
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    cover image ACM Conferences
    TVX '17: Proceedings of the 2017 ACM International Conference on Interactive Experiences for TV and Online Video
    June 2017
    152 pages
    ISBN:9781450345293
    DOI:10.1145/3077548
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    Publication History

    Published: 14 June 2017

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    Author Tags

    1. cinematic vr
    2. immersion
    3. oculus rift
    4. presence
    5. surround video
    6. transmedial storytelling
    7. virtual reality
    8. vr

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    TVX '17 Paper Acceptance Rate 13 of 41 submissions, 32%;
    Overall Acceptance Rate 69 of 245 submissions, 28%

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    Cited By

    View all
    • (2024)Exploring the Viewer’s Role in Narrative-Based Animated Virtual Reality Experiences: Strategies for Role Activation and Immersive StorytellingAnimation10.1177/1746847724128163519:2-3(101-128)Online publication date: 14-Nov-2024
    • (2024) Semio-narrative positioning, forensic storytelling and post-digital activism in Travelling While Black (2019) Cogent Arts & Humanities10.1080/23311983.2024.240709511:1Online publication date: 25-Sep-2024
    • (2024)Virtual Reality Narration: Listening to and Reliving Stories Through First-Person TestimonyVirtual Reality Narratives10.1007/978-3-031-64965-3_3(69-93)Online publication date: 29-Aug-2024
    • (2023)A Survey on Computational and Emergent Digital StorytellingHeritage10.3390/heritage60200686:2(1227-1263)Online publication date: 28-Jan-2023
    • (2023)“Can You Move It?”: The Design and Evaluation of Moving VR Shots in Sport Broadcast2023 IEEE International Symposium on Mixed and Augmented Reality (ISMAR)10.1109/ISMAR59233.2023.00099(839-848)Online publication date: 16-Oct-2023
    • (2023)The effect of audio on the experience in virtual reality: a scoping reviewBehaviour & Information Technology10.1080/0144929X.2022.215837143:1(165-199)Online publication date: 2-Jan-2023
    • (2022)Comparing VR and Desktop 360 Video Museum ToursProceedings of the 21st International Conference on Mobile and Ubiquitous Multimedia10.1145/3568444.3570596(282-284)Online publication date: 27-Nov-2022
    • (2022)Kintsugi VR: Designing with Fractured ObjectsProceedings of the 2022 ACM International Conference on Interactive Media Experiences10.1145/3505284.3529966(95-108)Online publication date: 21-Jun-2022
    • (2022)The Normal Natural Troubles of Virtual Reality in Mixed-Reality PerformancesProceedings of the 2022 CHI Conference on Human Factors in Computing Systems10.1145/3491102.3502139(1-22)Online publication date: 29-Apr-2022
    • (2022)Sound-Guided Framing in Cinematic Virtual Reality – an Eye-Tracking StudyCross-Cultural Design. Applications in Learning, Arts, Cultural Heritage, Creative Industries, and Virtual Reality10.1007/978-3-031-06047-2_39(520-535)Online publication date: 26-Jun-2022
    • Show More Cited By

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