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Articles

Directing for Cinematic Virtual Reality: how the traditional film director’s craft applies to immersive environments and notions of presence

 

ABSTRACT

Virtual Reality (VR) has been an area of research for over 40 years yet only recently has it begun to achieve public acceptance. One key to this has been the development of ‘Cinematic Virtual Reality’ (CVR) where media fidelity approaches that found in feature film. Unlike traditional VR, CVR limits the level of control users have within the environment to choosing viewpoints rather than interacting with the world itself. This means that CVR production arguably represents a new type of filmmaking. Grammars for filmmakers have developed significantly resulting in a rich vocabulary available to use to create compelling stories. Relatedly, researchers into VR have also begun to understand mechanisms behind compelling engagement within VR. This paper looks to find a bridge between these two previously disparate media. It is argued that the concepts of ‘suspension of disbelief’ and ‘presence’ can be linked via ‘transportation theory’. The applicability of existing filmmaking directing techniques for the creation of CVR projects is then explored. Existing film production methods are considered in a manner adapted to establishing ‘presence’ in a CVR space. Finally, areas for future exploration are considered in light of the immaturity of CVR as a medium.

Disclosure statement

No potential conflict of interest was reported by the author.

Notes on contributor

John Mateer has been working in film and TV for over 30 years and as an academic for over 15. He recently worked on feature films The Knife That Killed Me (Universal Pictures UK) as Executive Producer and Macbeth (GSP Studios) as Visual Effects Producer. His experience with VR started in the 1990s with a TV project he developed with Jonathan Goodson Productions (Paramount Studios). He was recently awarded a two-year Knowledge Transfer Partnership with Wild Rover Productions looking at enhancing competitiveness in VR production through the development of new production tools and business strategies to exploit emerging markets.

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