메뉴 건너뛰기
.. 내서재 .. 알림
소속 기관/학교 인증
인증하면 논문, 학술자료 등을  무료로 열람할 수 있어요.
한국대학교, 누리자동차, 시립도서관 등 나의 기관을 확인해보세요
(국내 대학 90% 이상 구독 중)
로그인 회원가입 고객센터 ENG
주제분류

추천
검색
질문

논문 기본 정보

자료유형
학술저널
저자정보
Gray Hodgkinson (Massey University)
저널정보
중앙대학교 영상콘텐츠융합연구소 TECHART: Journal of Arts and Imaging Science TECHART: Journal of Arts and Imaging Science Vol.3 No.4
발행연도
2016.11
수록면
10 - 14 (5page)
DOI
10.15323/techart.2016.11.3.4.10

이용수

표지
📌
연구주제
📖
연구배경
🔬
연구방법
🏆
연구결과
AI에게 요청하기
추천
검색
질문

초록· 키워드

오류제보하기
Virtual Reality(VR) is here to stay. Virtual Reality offers a unique personal experience that alters one’s perception of the environment around them. While VR headsets have many mechanic limitations, the immersion is strong enough that the elusive goal of presence is reached. Fundamentally, it works well enough and will improve over time. What does this mean for animation? We have seen several professional attempts to create VR animated stories with varying degrees of success. It is clearly evident that the rules of cinematography, staging and editing are all changed. Cinematography is replaced with environmental design, camera placement becomes viewer controlled and any editing must be very gentle on the participant. Moreover, if animation is seen as a linear narrative, a controlled communication from story-teller to listener, what is gained by giving the listener more freedom? In the same way that early 3D computer animation placed pressure on the aesthetics of traditional animation, VR will exert a pressure on the design and structure of animation.

목차

Abstract
1. The personal experience of VR
2. Involvement, immersion and presence
3. When is presence a good thing?
4. VR and 360 degrees – where are you?
5. Story-giving
6. Storytelling – from witness to unknowing participant
7. VR explorations
8. Conclusion
References

참고문헌 (0)

참고문헌 신청

함께 읽어보면 좋을 논문

논문 유사도에 따라 DBpia 가 추천하는 논문입니다. 함께 보면 좋을 연관 논문을 확인해보세요!

이 논문의 저자 정보

최근 본 자료

전체보기

댓글(0)

0

UCI(KEPA) : I410-ECN-0101-2017-688-001858289