Virtual Reality Cinema
Download Virtual Reality Cinema full books in PDF, epub, and Kindle. Read online free Virtual Reality Cinema ebook anywhere anytime directly on your device. Fast Download speed and no annoying ads.
Author |
: Eric R. Williams |
Publisher |
: Routledge |
Total Pages |
: 274 |
Release |
: 2021-02-17 |
ISBN-10 |
: 9781000341935 |
ISBN-13 |
: 1000341933 |
Rating |
: 4/5 (35 Downloads) |
Synopsis Virtual Reality Cinema by : Eric R. Williams
Award-winning cine-maVRicks Eric R. Williams, Carrie Love and Matt Love introduce virtual reality cinema (also known as 360° video or cine-VR) in this comprehensive guide filled with insider tips and tested techniques for writing, directing and producing effectively in the new medium. Join these veteran cine-VR storytellers as they break down fundamental concepts from traditional media to demonstrate how cine-VR can connect with audiences in new ways. Examples from their professional work are provided to illustrate basic, intermediate and advanced approaches to crafting modern story in this unique narrative space where there’s no screen to contain an image and no specific stage upon which to perform. Virtual Reality Cinema will prepare you to approach your own cine-VR projects via: Tips and techniques for writing, directing and producing bleeding-edge narrative cine-VR projects; More than a hundred photos and illustrations to explain complex concepts; Access to more than two hours of on-line cine-VR examples that you can download to watch on your own HMD; New techniques developed at Ohio University’s Game Research and Immersive Design (GRID) Lab, including how to work with actors to embrace Gravity and avoid the Persona Gap, how to develop stories with the Story Engagement Matrix and how to balance directorial control and audience agency in this new medium. This book is an absolute must read for any student of filmmaking, media production, transmedia storytelling and game design, as well as anyone already working in these industries that wants to understand the new challenges and opportunities of virtual reality cinema.
Author |
: Kath Dooley |
Publisher |
: Springer Nature |
Total Pages |
: 146 |
Release |
: 2021-04-27 |
ISBN-10 |
: 9783030721473 |
ISBN-13 |
: 3030721477 |
Rating |
: 4/5 (73 Downloads) |
Synopsis Cinematic Virtual Reality by : Kath Dooley
With reference to traditional film theory and frameworks drawn from fields such as screenwriting studies and anthropology, this book explores the challenges and opportunities for both practitioners and viewers offered by the 360-degree storytelling form. It focuses on cinematic virtual reality (CVR), a format that involves immersive, high quality, live action or computer-generated imagery (CGI) that can be viewed through head mounted display (HMD) goggles or via online platforms such as YouTube. This format has surged in popularity in recent years due to the release of affordable high quality omnidirectional (360-degree) cameras and consumer grade HMDs. The book interrogates four key concepts for this emerging medium: immersion, presence, embodiment and proximity through an analysis of innovative case studies and with reference to practitioner interviews. In doing so, it highlights the specificity of the format and provides a critical account of practitioner approaches to the concept development, writing and realisation of short narrative CVR works. The book concludes with an account of the author’s practice-led research into the form, providing a valuable example of creative practice in the field of immersive media.
Author |
: David A. Cook |
Publisher |
: Anthem Press |
Total Pages |
: 273 |
Release |
: 2021-09-14 |
ISBN-10 |
: 9781839980145 |
ISBN-13 |
: 1839980141 |
Rating |
: 4/5 (45 Downloads) |
Synopsis A History of Three-Dimensional Cinema by : David A. Cook
A History of Three-Dimensional Cinema chronicles 3-D cinema as a single, continuous and coherent medium, proceeding from 19th-century experiments in stereoscopic photography and lantern projection (1839–1892) to stereoscopic cinema’s “long novelty period” (1893–1952). It proceeds to examine the first Hollywood boom in anaglyphic stereo (1953–1955), when the mainstream industry produced 69 features in 3-D, mostly action films that could exploit the depth illusion, but also a handful of big-budget films—for example, Kiss Me Kate (George Sidney, 1953) and Dial M for Murder (Alfred Hitchcock, 1954)—until audiences tired of the process; the anaglyphic revival of 1970–1985, when 3-D was sustained as a novelty feature in sensational genres like soft-core pornography and horror; the age of IMAX 3-D (1986–2008); the current era of digital 3-D cinema, which began in 2009 when James Cameron’s Avatar became the highest-grossing feature of all time and the studios once again stampeded into 3-D production; and finally the future promise of Virtual Reality.
Author |
: Nick Jones |
Publisher |
: Film and Culture Series |
Total Pages |
: 0 |
Release |
: 2020 |
ISBN-10 |
: 0231194234 |
ISBN-13 |
: 9780231194235 |
Rating |
: 4/5 (34 Downloads) |
Synopsis Spaces Mapped and Monstrous by : Nick Jones
History : the long view of 3D film and theory -- Visualisation : from perspective to digital 3D -- Simulation : dematerialising and enframing -- Immersion : entering the screen -- Surveillance : converting image to space, world to data -- Defamiliarisation : rethinking the screen plane -- Distortion : unfamiliar and unconventional space -- Intimacy : the boundedness of stereoscopic media -- Conclusion: Seeing in 3D.
Author |
: Stephan Schütze |
Publisher |
: CRC Press |
Total Pages |
: 565 |
Release |
: 2018-01-29 |
ISBN-10 |
: 9781351727433 |
ISBN-13 |
: 1351727435 |
Rating |
: 4/5 (33 Downloads) |
Synopsis New Realities in Audio by : Stephan Schütze
The new realities are here. Virtual and Augmented realities and 360 video technologies are rapidly entering our homes and office spaces. Good quality audio has always been important to the user experience, but in the new realities, it is more than important, it’s essential. If the audio doesn’t work, the immersion of the experience fails and the cracks in the new reality start to show. This practical guide helps you navigate the challenges and pitfalls of designing audio for these new realities. This technology is different from anything we’ve seen before and requires an entirely new approach; this book will introduce the broad concepts you need to know before delving into the practical detail you need. Key Features This book covers audio for all types of new reality technology. At the moment, VR and 360 video are getting a lot of press, but in a few years we will be hearing a lot more about Augmented and Mixed reality technologies as well. A practical guide to creating, designing and implementing audio for this new technology by a leading sound design and implementation expert. Conceptual explanations address the new approaches necessary to designing effective audio for the new realities. Real-world examples and analysis of what does and does not work including detailed case study discussions.
Author |
: Jay David Bolter |
Publisher |
: MIT Press |
Total Pages |
: 245 |
Release |
: 2021-11-16 |
ISBN-10 |
: 9780262361927 |
ISBN-13 |
: 0262361922 |
Rating |
: 4/5 (27 Downloads) |
Synopsis Reality Media by : Jay David Bolter
How augmented reality and virtual reality are taking their places in contemporary media culture alongside film and television. T This book positions augmented reality (AR) and virtual reality (VR) firmly in contemporary media culture. The authors view AR and VR not as the latest hyped technologies but as media—the latest in a series of what they term “reality media,” taking their places alongside film and television. Reality media inserts a layer of media between us and our perception of the world; AR and VR do not replace reality but refashion a reality for us. Each reality medium mediates and remediates; each offers a new representation that we implicitly compare to our experience of the world in itself but also through other media. The authors show that as forms of reality media emerge, they not only chart a future path for media culture, but also redefine media past. With AR and VR in mind, then, we can recognize their precursors in eighteenth-century panoramas and the Broadway lights of the 1930s. A digital version of Reality Media, available through the book’s website, invites readers to visit a series of virtual rooms featuring interactivity, 3-D models, videos, images, and texts that explore the themes of the book.
Author |
: John Bowditch |
Publisher |
: CRC Press |
Total Pages |
: 272 |
Release |
: 2021-10-12 |
ISBN-10 |
: 9781000457032 |
ISBN-13 |
: 1000457036 |
Rating |
: 4/5 (32 Downloads) |
Synopsis The Power of Virtual Reality Cinema for Healthcare Training by : John Bowditch
Cinematic Virtual Reality brings a combination of documentary, narrative and game design principles to the medical profession and, in the healthcare arena, collaboration is a key component for creating intellectually- and emotionally- rich immersive experiences. "The Power of Virtual Reality Cinema for Healthcare Training" gathers more than a dozen experts from both the production and healthcare fields to break down best practices for creating successful cine-VR projects. Designed for multi-disciplinary teams interested in integrating cine-VR production into their healthcare training and educational programs, this book has been written for two audiences: the healthcare professional interested in what production experts consider when approaching a project, and the media expert curious about how this new technology can be used in the medical field. Highlights include: Cutting edge medical education techniques developed by Ohio University’s GRID Lab, including: PREality (creating a forced sense of deja-vu to increase acclimation time), a unique approach to eye-tracking to enhance team performance, and the low-CRIS technique (a low-cost rapid implementation strategy to capture patient care for rapid graduate student training). Insightful production techniques that will enhance your cine-VR projects including advanced plating methods to hide lighting set-ups, immersive audio considerations, and new ways to consider 360 storytelling including the Lovrick montage and the Christmas Carol continuum for story development. Detailed explanations of the production considerations and results of specific cine-VR productions (from funding approaches to distribution) including access to more than five hours of cine-VR examples of the actual productions available for download. Details on a wide variety of medical cine-VR projects, including 100 images that illustrate best practices for topics such as recording in active medical facilities, building successful multi-disciplinary teams, working within HIPAA regulations, conceptualizing cine-VR libraries for graduate education, and implementing innovative distribution models.
Author |
: Mark Sawicki |
Publisher |
: Routledge |
Total Pages |
: 275 |
Release |
: 2020-03-27 |
ISBN-10 |
: 9781000762488 |
ISBN-13 |
: 1000762483 |
Rating |
: 4/5 (88 Downloads) |
Synopsis Filming the Fantastic with Virtual Technology by : Mark Sawicki
This book brings fantasy storytelling to a whole new level by providing an in-depth insight into the tools used for virtual reality, augmented reality, 360 cinema and motion capture in order to repurpose them to create a virtual studio for filmmaking. Gone are the long days and months of post before seeing your final product. Composites and CG characters can now be shot together as fast as a live-action show. Using off-the-shelf software and tools, authors Mark Sawicki and Juniko Moody document the set-up and production pipelines of the modern virtual/mocap studio. They reveal the procedures and secrets for making movies in virtual sets. The high-end technology that enabled the creation of films such as The Lord of the Rings, Avatar and The Jungle Book is now accessible for smaller, independent production companies. Do you want your actors to perform inside of an Unreal® Game Engine set and interact with the environment? Do you want to be able to put your live-action camera on a jib or dolly and move effortlessly through both a live-action and virtual space together? Do you want live performers interacting with giants, elves and other creatures manipulated by motion capture in real time? This book discusses all of these scenarios and more, showing readers how to create high-quality virtual content using alternative, cost-effective technology. Tutorials, case studies, and project breakdowns provide essential tips on how to avoid and overcome common pitfalls, making this book an indispensable guide for both beginners to create virtual backlot content and more advanced VFX users wanting to adopt best practices when planning and directing virtual productions with RealityTM software and performance capture equipment such as Qualysis.
Author |
: Daisuke Miyao |
Publisher |
: University of Hawaii Press |
Total Pages |
: 201 |
Release |
: 2019-10-31 |
ISBN-10 |
: 9780824881344 |
ISBN-13 |
: 0824881346 |
Rating |
: 4/5 (44 Downloads) |
Synopsis Cinema Is a Cat by : Daisuke Miyao
Watching movies every night at home with his cats, film scholar and cat lover Daisuke Miyao noticed how frequently cats turned up on screen. They made brief appearances (think of Mafia boss Marlon Brando gently stroking a cat in a scene from The Godfather); their looks provided inspiration to film creators (Avatar); they even held major roles (The Lion King). In Cinema Is a Cat, Miyao uses the fascinating relationship between cats and cinema to offer a uniquely appealing introduction to film studies. Cats are representational subjects in the nine films explored in this book, and each chapter juxtaposes a feline characteristic—their love of dark places, their “star” quality—with discussion of the theories and histories of cinema. The opening chapters explore three basic elements of the language of cinema: framing, lighting, and editing. Subsequent chapters examine the contexts in which films are made, exhibited, and viewed. Miyao covers the major theoretical and methodological concepts of film studies—auteurism, realism, genre, feminist film theory, stardom, national cinema, and modernity theory—exploring fundamental questions. Who is the author of a film? How does a film connect to reality? What connections does one film have to other films? Who is represented in a film and how? How is a film viewed differently by people of different cultural and social backgrounds? How is a film located in history? His focus on the innate qualities of cats—acting like prima donnas, born of mixed blood, devoted to the chase—offers a memorable and appealing approach to the study of film. How to read audio-visual materials aesthetically and culturally is of limitless value in a world where we are constantly surrounded by moving images—television, video, YouTube, streaming, GPS, and virtual reality. Cinema Is a Cat offers an accessible, user-friendly approach that will deepen viewers’ appreciation of movies, from Hollywood classics like Breakfast at Tiffany’s and To Catch a Thief, to Japanese period dramas like Samurai Cat. The book will be attractive to a wide audience of students and scholars, movie devotees, and cat lovers.
Author |
: Homay King |
Publisher |
: Duke University Press |
Total Pages |
: 214 |
Release |
: 2015-10-23 |
ISBN-10 |
: 9780822375159 |
ISBN-13 |
: 082237515X |
Rating |
: 4/5 (59 Downloads) |
Synopsis Virtual Memory by : Homay King
In Virtual Memory, Homay King traces the concept of the virtual through the philosophical works of Henri Bergson, Gilles Deleuze, and Giorgio Agamben to offer a new framework for thinking about film, video, and time-based contemporary art. Detaching the virtual from its contemporary associations with digitality, technology, simulation, and speed, King shows that using its original meaning—which denotes a potential on the cusp of becoming—provides the means to reveal the "analog" elements in contemporary digital art. Through a queer reading of the life and work of mathematician Alan Turing, and analyses of artists who use digital technologies such as Christian Marclay, Agnès Varda, and Victor Burgin, King destabilizes the analog/digital binary. By treating the virtual as the expression of powers of potential and change and of historical contingency, King explains how these artists transcend distinctions between disembodiment and materiality, abstraction and tangibility, and the unworldly and the earth-bound. In so doing, she shows how their art speaks to durational and limit-bound experience more than contemporary understandings of the virtual and digital would suggest.