TEORIAS E TÉCNICAS DO CINEMA DE REALIDADE VIRTUAL
UMA REVISÃO SISTEMÁTICA QUALITATIVA DA LITERATURA
Palavras-chave:
Cinema, Cinema de Realidade Virtual, Revisão Sistemática Qualitativa da LiteraturaResumo
Este artigo apresenta uma Revisão Sistemática Qualitativa da Literatura, com o objetivo de esclarecer o que é o Cinema de Realidade Virtual (CRV), e as técnicas utilizadas para conduzir o olhar do espectador. Um total de 120 artigos foram retornados em três bases de dados (Scopus, Springer e IEEE) dos quais 34 artigos possibilitaram responder nossas questões. Diante disso, concluímos que o CRV pode ser definido como um novo tipo de filme que fornece aos espectadores uma experiência imersiva em um universo de 360 graus e utiliza-se de pistas imagéticos e/ou sonoros para orientar o espectador durante a narrativa.
Downloads
Referências
BALA, Paulo et al. “When the elephant trumps”: A comparative study on spatial audio for orientation in 360◦ videos. Conference on Human Factors in Computing Systems - Proceedings, [s. l.], p. 1–13, 2019. Disponível em: <https://doi.org/10.1145/3290605.3300925>
COOK, Deborah J.; MULROW, Cynthia D.; HAYNES, R. Brian. Systematic reviews: Synthesis of best evidence for clinical decisions. Annals of Internal medicine, [s. l.], p. 376–380, 1997. Disponível em: <https://annals.org/aim/article-abstract/710356/systematic-reviews-synthesis-best-evidence-clinical-decisions>
DE LA PEÑA, Nonny et al. Immersive journalism: Immersive virtual reality for the first-person experience of news. Presence: Teleoperators and Virtual Environments, [s. l.], v. 19, n. 4, p. 291–301, 2010.
DING, Ni; ZHOU, Wen; FUNG, Anthony Y. H. Emotional effect of cinematic VR compared with traditional 2D film. Telematics and Informatics, [s. l.], v. 35, n. 6, p. 1572–1579, 2018. Disponível em: <https://www.sciencedirect.com/science/article/abs/pii/S0736585317309085>
DOOLEY, Kath. Storytelling with virtual reality in 360-degrees: a new screen grammar. Studies in Australasian Cinema, [s. l.], v. 11, n. 3, p. 161–171, 2017. Disponível em: <https://www.tandfonline.com/doi/abs/10.1080/17503175.2017.1387357>
DOWLING, Declan et al. Faoladh: A case study in cinematic VR storytelling and production. Interactive Storytelling, [s. l.], v. 11318, 2018. Disponível em: <https://doi.org/10.1007/978-3-030-04028-4_42>
ESTEVES, Tiago Alexandre Lemos et al. Identidade da psicologia: Revisão sistemática de uma década de literatura. Revista de Estudios e Investigación en Psicología y Educación, [s. l.], v. Extr, n. 04, p. 001, 2017.
FEARGHAIL, Colm O. et al. Director’s cut - Analysis of aspects of interactive storytelling for VR films. Interactive Storytelling, [s. l.], v. 11318, 2018. Disponível em: <https://doi.org/10.1007/978-3-030-04028-4_34>
FENNELL, Marc. When Virtual Reality Goes Too Far. 2016. Disponível em: <https://www.abc.net.au/radionational/programs/downloadthisshow/dts-vr/7949482>.
GALVÃO, Cristina Maria; SAWADA, Namie Okino; TREVIZAN, Maria Auxiliadora. Revisão sistemática: recurso que proporciona a incorporação das evidências na prática da enfermagem. Revista latino-americana de enfermagem, [s. l.], v. 12, n. 3, p. 549–556, 2004.
GÖDDE, Michael et al. Cinematic Narration in VR – Rethinking Film Conventions for 360 Degrees. Virtual, Augmented and Mixed Reality: Applications in Health, Cultural Heritage, and Industry, Las Vegas, v. 10910, p. 184–201, 2018. Disponível em: <https://doi.org/10.1007/978-3-319-91584-5_15>
GOMES, Isabelle Sena; CAMINHA, Iraquitan De Oliveira. Guia para estudos de revisão sistemática: Uma opção metodológica para as ciências do movimento humano. Movimento, [s. l.], v. 20, n. 1, p. 395–411, 2014.
GUGENHEIMER, Jan et al. SwiVRChair: A motorized swivel chair to nudge users’ orientation for 360 degree storytelling in virtual reality. Conference on Human Factors in Computing Systems - Proceedings, [s. l.], 2016. a. Disponível em: <http://dx.doi.org/10.1145/2858036.2858040>
GUGENHEIMER, Jan et al. A demonstration of swivrchair: A motorized swivel chair to nudge users’ orientation for 360 degree storytelling in virtual reality. UbiComp 2016 Adjunct - Proceedings of the 2016 ACM International Joint Conference on Pervasive and Ubiquitous Computing, [s. l.], 2016. b. Disponível em: <http://dx.doi.org/10.1145/2968219.2971363>
HAAKE, Susanne; MÜLLER, Wolfgang. Cyberella – Design Issues for Interactive 360 Degree Film. Lecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering, LNICST, Braga, v. 265, p. 152–162, 2019.
HUTCHISON, David. Learning and Collaboration Technologies. Ubiquitous and Virtual Environments for Learning and Collaboration. [s. l.], v. 11591, p. 55–67, 2019. Disponível em: <http://link.springer.com/10.1007/978-3-030-21817-1>
JERALD, Jason. The VR Book: Human-centered Design for Virtual Reality. 1. ed. [s.l.] : Morgan & Claypool Publishers-ACM, 2015.
JONES, Sarah. Disrupting the narrative: immersive journalism in virtual reality. Journal of Media Practice, [s. l.], v. 18, n. 2–3, p. 171–185, 2017.
KITCHENHAM, Barbara. Procedures for performing systematic reviews. Keele University, and Technical Report 0400011T.1, NICTA, Newcastle, 2004. Disponível em: <http://www.inf.ufsc.br/~aldo.vw/kitchenham.pdf>
KJÆR, Tina et al. Can you cut it? An exploration of the effects of editing in cinematic virtual reality. Proceedings of the ACM Symposium on Virtual Reality Software and Technology, VRST, [s. l.], 2017. Disponível em: <https://dl.acm.org/citation.cfm?id=3139166&dl=ACM&coll=DL>
KO, Dong uk; RYU, Hokyoung; KIM, Jieun. Making new narrative structures with actor’s eye-contact in cinematic virtual reality (CVR). Interactive Storytelling, [s. l.], v. 11318, 2018. Disponível em: <https://doi.org/10.1007/978-3-030-04028-4_38>
KVISGAARD, Adam et al. Frames to Zones: Applying Mise-en-Scène Techniques in Cinematic Virtual Reality. 2019 IEEE 5th Workshop on Everyday Virtual Reality, WEVR 2019, [s. l.], 2019. Disponível em: <https://ieeexplore.ieee.org/document/8809592>
LI, Ying; ZHANG, Yan Xiang; CHIN, Mei Ting. Intercultural Communication Research Based on CVR: An Empirical Study of Chinese Users of CVR About Japanese Shrine Culture. Augmented Reality, Virtual Reality, and Computer Graphics, [s. l.], v. 11614, 2019. Disponível em: <https://doi.org/10.1007/978-3-030-25999-0_24>
MACQUARRIE, Andrew; STEED, Anthony. Cinematic virtual reality: Evaluating the effect of display type on the viewing experience for panoramic video. Proceedings - IEEE Virtual Reality, [s. l.], 2017. Disponível em: <https://ieeexplore.ieee.org/document/7892230>
MATEER, John. Directing for Cinematic Virtual Reality: how the traditional film director’s craft applies to immersive environments and notions of presence. Journal of Media Practice, [s. l.], v. 18, n. 1, p. 14–25, 2017. Disponível em: <https://doi.org/10.1080/14682753.2017.1305838>
NEDELCU, Marius. Expanded image spaces. From panoramic image to virtual reality, through cinema. Academic Journal of the National University of Theatre and Film - Close Up Film and Media Studies, [s. l.], v. 1, n. 1, p. 44–53, 2013. Disponível em: <https://unatc.ro/cercetare/reviste/CloseUp_Vol1_No1_2013.pdf>
NIELSEN, Lasse T. et al. Missing the point: An exploration of how to guide users’ attention during cinematic virtual reality. Proceedings of the ACM Symposium on Virtual Reality Software and Technology, VRST, [s. l.], 2016. Disponível em: <http://dx.doi.org/10.1145/2993369.2993405>
OXFORD ENGLISH DICTIONARY. Oxford English Dictionary Online. Oxford English Dictionary Online, [s. l.], 2017. Disponível em: <https://www.oed.com/>
PASSMORE, Peter J. et al. 360 Cinematic literacy: a case study. International Broadcasting Convention Conference 2017, Amsterdam, p. 14–18, 2017. Disponível em: <https://eprints.mdx.ac.uk/23793/1/IBC2017-AuthorsAcceptedManuscript.pdf>
PINHEIRO, Gonçalo et al. Scene Reconstruction for Storytelling in 360◦ Videos. Intelligent Technologies for Interactive Entertainment, [s. l.], v. 273, 2019. Disponível em: <https://doi.org/10.1007/978-3-030-16447-8_12>
REYES, Maria Cecilia. Measuring user experience on interactive fiction in cinematic virtual reality. Interactive Storytelling, [s. l.], v. 11318, p. 295–307, 2018. Disponível em: <https://doi.org/10.1007/978-3-030-04028-4_33>
ROSS, Miriam; MUNT, Alex. Cinematic virtual reality: Towards the spatialized screenplay. Journal of Screenwriting, [s. l.], v. 9, n. 2, p. 191–208, 2018. Disponível em: <https://www.ingentaconnect.com/content/intellect/josc/2018/00000009/00000002/art00005>
ROTHE, Sylvia et al. Social viewing in cinematic virtual reality: Challenges and opportunities. Interactive Storytelling, [s. l.], v. 11318, 2018. a. Disponível em: <https://doi.org/10.1007/978-3-030-04028-4_37>
ROTHE, Sylvia et al. The impact of camera height in cinematic virtual reality. Proceedings of the ACM Symposium on Virtual Reality Software and Technology, VRST, [s. l.], 2018. b. Disponível em: <https://dl.acm.org/citation.cfm?id=3283383>
ROTHE, Sylvia et al. Interaction techniques for cinematic virtual reality. 26th IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2019 - Proceedings, [s. l.], p. 1733–1737, 2019. Disponível em: <https://ieeexplore.ieee.org/abstract/document/8798189>
ROTHE, Sylvia; HÖLLERER, Tobias; HUSSMANN, Heinrich. CVR-Analyzer: A tool for analyzing cinematic virtual reality viewing patterns. ACM International Conference Proceeding Series, [s. l.], n. 17, 2018. Disponível em: <https://dl.acm.org/citation.cfm?id=3282896>
ROTHE, Sylvia; HUSSMANN, Heinrich. Spatial statistics for analyzing data in cinematic virtual reality. Proceedings of the Workshop on Advanced Visual Interfaces AVI, [s. l.], 2018. a. Disponível em: <https://doi.org/10.1145/3206505.3206561>
ROTHE, Sylvia; HUSSMANN, Heinrich. Guiding the viewer in cinematic virtual reality by diegetic cues. Augmented Reality, Virtual Reality, and Computer Graphics, [s. l.], v. 10850, 2018. b. Disponível em: <https://doi.org/10.1007/978-3-319-95270-3_7>
ROTHE, Sylvia; HUSSMANN, Heinrich. Spaceline: A Concept for Interaction in Cinematic Virtual Reality. Interactive Storytelling, [s. l.], v. 11869, 2019. Disponível em: <https://doi.org/10.1007/978-3-030-33894-7_12>
ROTHE, Sylvia; HUSSMANN, Heinrich; ALLARY, Mathias. Diegetic cues for guiding the viewer in cinematic virtual reality. Proceedings of the ACM Symposium on Virtual Reality Software and Technology, VRST, [s. l.], 2017. Disponível em: <https://doi.org/10.1145/3139131.3143421>
ROTHE, Sylvia; KEGELES, Boris; HUSSMANN, Heinrich. Camera heights in cinematic virtual reality: How viewers perceive mismatches between camera and eye height. TVX 2019 - Proceedings of the 2019 ACM International Conference on Interactive Experiences for TV and Online Video, [s. l.], 2019. Disponível em: <https://doi.org/10.1145/3317697.3323362>
ROTHE, Sylvia; TRAN, Kim; HUSSMANN, Heinrich. Dynamic subtitles in cinematic virtual reality. TVX 2018 - Proceedings of the 2018 ACM International Conference on Interactive Experiences for TV and Online Video, [s. l.], 2018. a. Disponível em: <https://doi.org/10.1145/3210825.3213556>
ROTHE, Sylvia; TRAN, Kim; HUSSMANN, Heinrich. Positioning of Subtitles in Cinematic Virtual Reality. ICAT-EGVE 2018 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments, [s. l.], 2018. b. Disponível em: <https://doi.org/10.2312/egve.20181307>
SASSATELLI, Lucile et al. Snap-changes: A dynamic editing strategy for directing viewer’s attention in streaming virtual reality videos. Proceedings of the Workshop on Advanced Visual Interfaces AVI, [s. l.], 2018. Disponível em: <https://doi.org/10.1145/3206505.3206553>
THATTE, Jayant et al. Depth augmented stereo panorama for cinematic virtual reality with focus cues. Proceedings - International Conference on Image Processing, ICIP, [s. l.], 2016. a. Disponível em: <https://ieeexplore.ieee.org/document/7532622>
THATTE, Jayant et al. Depth augmented stereo panorama for cinematic virtual reality with head-motion parallax. Proceedings - IEEE International Conference on Multimedia and Expo, [s. l.], 2016. b. Disponível em: <https://ieeexplore.ieee.org/document/7552858>
ULSAMER, Philipp; PFEFFEL, Kevin; MÜLLER, Nicholas H. Indoor Navigation Through Storytelling in Virtual Reality. Learning and Collaboration Technologies. Ubiquitous and Virtual Environments for Learning and Collaboration, [s. l.], v. 11591, p. 230–239, 2019. Disponível em: <https://link.springer.com/chapter/10.1007/978-3-030-21817-1_18>
YU, Matt; LAKSHMAN, Haricharan; GIROD, Bernd. Content adaptive representations of omnidirectional videos for Cinematic virtual reality. ImmersiveME 2015 - Proceedings of the 3rd International Workshop on Immersive Media Experiences, co-located with MM 2015, [s. l.], 2015. Disponível em: <http://dx.doi.org/10.1145/2814347.2814348.>
Downloads
Publicado
Como Citar
Edição
Seção
Licença
Autores que publicam nesta revista concordam com os seguintes termos:
a. Autores mantém os direitos autorais e concedem à revista o direito de primeira publicação, com o trabalho simultaneamente licenciado sob a Licença Creative Commons Attribution que permite o compartilhamento do trabalho com reconhecimento da autoria e publicação inicial nesta revista.
b. Autores têm autorização para assumir contratos adicionais separadamente, para distribuição não-exclusiva da versão do trabalho publicada nesta revista (ex.: publicar em repositório institucional ou como capítulo de livro), com reconhecimento de autoria e publicação inicial nesta revista.