TEORIAS E TÉCNICAS DO CINEMA DE REALIDADE VIRTUAL

UMA REVISÃO SISTEMÁTICA QUALITATIVA DA LITERATURA

Autores

Palavras-chave:

Cinema, Cinema de Realidade Virtual, Revisão Sistemática Qualitativa da Literatura

Resumo

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

Não há dados estatísticos.

Biografia do Autor

Iury Matheus Costa Silva, Universidade Federal da Paraíba

Mestrando em Computação, Comunicação e Artes pela Universidade Federal da Paraíba (UFPB). Bacharel em Comunicação Social com linha de formação em Educomunicação pela Universidade Federal de Campina Grande (UFCG).

Guido Lemos de Souza Filho, Universidade Federal da Para´´iba

Bacharel em Ciência da Computação pela Universidade Federal da Paraíba (1988), mestre (1991) e doutor (1997) em Informática pela Pontifícia Universidade Católica do Rio de Janeiro. Atualmente é professor Titular na Universidade Federal da Paraíba e pesquisador do Laboratório de Aplicações de Vídeo Digital (LAVID).

Referências

BALA, Paulo et al. Cue control: Interactive sound spatialization for 360° videos. Interactive Storytelling, [s. l.], v. 11318, 2018. Disponível em: <https://doi.org/10.1007/978-3-030-04028-4_36>
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

2020-12-21

Como Citar

COSTA SILVA, Iury Matheus; DE SOUZA FILHO, Guido Lemos. TEORIAS E TÉCNICAS DO CINEMA DE REALIDADE VIRTUAL: UMA REVISÃO SISTEMÁTICA QUALITATIVA DA LITERATURA. Revista GEMInIS, [S. l.], v. 11, n. 2, p. 243–265, 2020. Disponível em: https://revistageminis.ufscar.br/index.php/geminis/article/view/506. Acesso em: 21 nov. 2024.

Artigos Semelhantes

<< < 6 7 8 9 10 11 12 13 14 15 > >> 

Você também pode iniciar uma pesquisa avançada por similaridade para este artigo.