In:
New Cinemas: Journal of Contemporary Film, Intellect, Vol. 17, No. 1 ( 2020-03-01), p. 37-48
Abstract:
Audience research proves that possibilities of interaction in i-docs are often not fulfilled by the user, who is not really part of a ‘work in progress’ (as intended by the makers). With the shift and development of new digital formats (360-degree-films, nonfictional VR experiences, AR apps), the question of the possible interactive potential should be addressed once again. Since VR projects are fully immersive (mostly using head-mounted displays), there is no possible distraction from outside on the one hand. On the other hand, there is a shift from the computer game style aesthetic of early i-docs, with their pure spatial arrangement of events, to a more inclusive digital storytelling modality with the user experiencing his own world-building. This will be discussed with taking into consideration the non-fictional VR experience as a mode of actively combining immersion and storytelling for a satisfactory user experience. Afterwards two very different examples of nonfictional VR production will be presented, and their modalities will be briefly touched; the utilized approach and its user response will be discussed. A look at the future of possible developments concludes the essay.
Type of Medium:
Online Resource
ISSN:
1474-2756
,
2040-0578
DOI:
10.1386/ncin_00003_1
Language:
English
Publisher:
Intellect
Publication Date:
2020
SSG:
9,3