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    Online Resource
    Online Resource
    Intellect ; 2020
    In:  New Cinemas: Journal of Contemporary Film Vol. 17, No. 1 ( 2020-03-01), p. 37-48
    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
    Language: English
    Publisher: Intellect
    Publication Date: 2020
    SSG: 9,3
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