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The Freedom of Viewpoint in VR Contents : With a Focus on Lost, an Animation
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VR 콘텐츠에서 시점의 자유에 대한 연구 : 애니메이션 <로스트(Lost)>를 중심으로

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Type
Academic journal
Author
Hongju Shin (한국체육대학)
Journal
The Animation Society of Korea The Korean Journal of animation Vol.12 No.4 (Wn.40) KCI Accredited Journals
Published
2016.12
Pages
87 - 102 (16page)

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Result
The Freedom of Viewpoint in VR Contents : With a Focus on Lost, an Animation
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Abstract· Keywords

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The freedom of the point of view in VR contents is the core element that differentiates them from other media. The fact that a spectator can look in any direction he/she desires in the 360° virtual space which he/she occupies, increases interactivity with and immersion into the content, while the possibility that the spectator misses or misunderstands the information required to follow the storytelling still exists. Thus, it is necessary to build a narrative and visual syntax specialized for the VR contents based on a deeper understanding and more strategies of the point of view in VR contents.
This study examines the paradigm shift of storytelling in VR contents caused by the freedom of the point of view, followed by its application to Lost, an animation produced by the Oculus Story Studio. Spectators can only have partial, arbitrary, and selective experiences limited to the field of view around 220° within the given 360° content. Such freedom of the point of view results in the following: the dismantling of the narrative linearity, the absence of the tension between onscreen and offscreen space, and the change of the relationship between sound and space.
Lost uses real‐time rendering, which makes it possible to reflect the movements of the spectator in the content through motion tracking, enhancing its interactivity with him/her. Thus, the way a spectator experiences the storytelling and the length of time spent in the virtual space vary depending on his/her point of view and movements. Lost explores the “spatial story density” concerning the dismantling of the narrative linearity, the plot of multi‐layered search optimizing the absence of the frame, as well as the contrast between three dimensional diegetic and ubiquitous non‐diegetic sounds. Understanding the point of view in VR medium will serve as an important tool for exploring the narrative and visual grammar in our technological developments, now and beyond.

Contents

1. 서론
2. VR 콘텐츠의 시점에 대한 고찰
3. VR 애니메이션 <로스트>와 시점의 자유
4. 결론
참고문헌
Abstract

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UCI(KEPA) : I410-ECN-0101-2017-688-002144415