Week 10.02 SIGGRAPH and GOOGLE Spotlight Research
I first came across Siggraph in 2010 when I was investigating Contemporary 3D Animation practice and experimenting in my own personal work.
I remember listening to a round table discussion in which they talked about the development of animation.
http://sarrahornbyresearch.blogspot.com/2012/04/cinefx-round-table-extract.html
I read an article on SIGGRAPH 2018 which discussed in 3D Artist Issue 122 Accessed 02/08/18.
I was interested to see how the field had developed since then and so I took a look at the literature I had access to.
The rapid development of VR technology in the past three years allowed artists, filmmakers and other media producers to create great experiences in this new medium. But filmmakers are, however, facing big challenges, when it comes to cinematic narration in VR. The old, established rules of filmmaking do not apply for VR films and important techniques of cinematography and editing must be completely rethought. Possibly, a new filmic language will be found. But even though filmmakers eagerly experiment with the new medium already, there exist relatively few scientific studies about the differences between classical filmmaking and filmmaking in 360 and VRWe therefore present this study on cinematic narration in VR. In this we give a comprehensive overview of techniques and concepts that are applied in current VR films and games. We place previous research on narration, film, games and human perception into the context of VR experiences and we deduce consequences for cinematic narration in VR. We base our assumptions on a conducted empirical test with 50 participants and on an additional online survey.
N.B : In future, it could be more efficient to use google scholar initially and track back from there. I will need to make a note of the keywords I search for.
I remember listening to a round table discussion in which they talked about the development of animation.
http://sarrahornbyresearch.blogspot.com/2012/04/cinefx-round-table-extract.html
I read an article on SIGGRAPH 2018 which discussed in 3D Artist Issue 122 Accessed 02/08/18.
I was interested to see how the field had developed since then and so I took a look at the literature I had access to.
I then referenced this on IEEE and reviewed papers from 2015 to 2018 Using a number of search terms such as google spotlight stories.
I found 5 papers, one of which discussed discussed technical advances in computer animation.
I was really looking for research and information relating to multi pathway narrative design such as Google Spotlight stories. I conducted a brief review of GDC Vault and IEEE but then thought i’d Maybe get a better sweep of the literature by using google scholar.
http://search.ebscohost.com/login.aspx?direct=true&profile=ehost&scope=site&authtype=crawler&jrnl=14400022&A
Cinematic Narration in VR – Rethinking Film Conventions for 360 Degrees
The rapid development of VR technology in the past three years allowed artists, filmmakers and other media producers to create great experiences in this new medium. But filmmakers are, however, facing big challenges, when it comes to cinematic narration in VR. The old, established rules of filmmaking do not apply for VR films and important techniques of cinematography and editing must be completely rethought. Possibly, a new filmic language will be found. But even though filmmakers eagerly experiment with the new medium already, there exist relatively few scientific studies about the differences between classical filmmaking and filmmaking in 360 and VRWe therefore present this study on cinematic narration in VR. In this we give a comprehensive overview of techniques and concepts that are applied in current VR films and games. We place previous research on narration, film, games and human perception into the context of VR experiences and we deduce consequences for cinematic narration in VR. We base our assumptions on a conducted empirical test with 50 participants and on an additional online survey.
In the empirical study, we selected 360-degree videos and showed them to a test-group, while the viewer’s behavior and attention was observed and documented.
As a result of this paper, we present guidelines which suggest methods of guiding the viewers’ attention as well as approaches to cinematography, staging and editing .
VR film 360-degree video VR storytelling Cinematic narration
AND THIS IS WHY ALIGNING ANIMATION TO FILM THEORY WAS ALWAYS GOING TO BE LIMITING.. GAME THEORY YES.. FILM.. NO.
WE NEED TO BE THINKING SPATIALLY.. A VIEW NECCESSARILY VIEWED IN PRACTICE.
Playing fiction-forest screens: children, young people and digital literary literacy through the paths of the Google Spotlight Stories application
Lucas Silvério Martins, Silvana Augusta Barbosa Carrijo
abstract
Society has, in recent times, experienced the effects of the change brought about by the arrival of digital and internet media that have a decisive influence on the way young people perceive and understand the world in which they live. Once inserted in the literature, they influence not only the creation of new discursive types, but also the process of obtaining knowledge and literary enjoyment. In this work, we propose to analyze the Google Spotlight Stories application, composed of stories that allow a process of digital literary literacy to the small and young reader and foment a plethora of investigative questions to the scholar and researcher who studies it.
(This is a Spanish to English google translation of the original abstract) l
N.B : In future, it could be more efficient to use google scholar initially and track back from there. I will need to make a note of the keywords I search for.
I can now check the journals referenced by these abstracts and the research conducted by these authors, as a starting point.
My focus is on locating papers that discuss the relationship between 3D World building, narrative construction and mental modelling, as well as google spotlight stories in general.