skip to main content
10.1145/3077548.3077559acmconferencesArticle/Chapter ViewAbstractPublication PagesimxConference Proceedingsconference-collections
research-article

Project Orpheus A Research Study into 360° Cinematic VR

Authors Info & Claims
Published:14 June 2017Publication History

ABSTRACT

When creating content for virtual reality, filmmakers find that they need to re-evaluate the tools they have traditionally used to tell their stories, and explore the new possibilities that this particular medium has to offer. To determine how storytelling- and filmmaking tools function in VR, the concept of presence is currently being re-evaluated for its possibilities to be used as a measurement of the relative effectiveness of these tools. The research project Project Orpheus is presented as a case study into trans-medial storytelling, exploring how the impact of a traditional television show may be reinforced by an immersive VR experience. The movie was subsequently used to conduct a small qualitative study into the use of 3D sound to guide the viewers attention in VR.

References

  1. Kristina Berntsen, Ricardo Colomo Palacios and Eduardo Herranz. 2016. Virtual reality and its uses: a systematic literature review. In Proceedings of the Fourth International Conference on Technological Ecosystems for Enhancing Multiculturality (ACM), 435--439. Google ScholarGoogle ScholarDigital LibraryDigital Library
  2. David Bordwell, Kristin Thompson, and Jeremy Ashton. Film art: An introduction. Vol. 7. New York: McGraw-Hill, 1997.Google ScholarGoogle Scholar
  3. Matt Burdette. 2016. The Swayze effect. https://storystudio.oculus.com/en-us/blog/the-swayzeeffect/ Retrieved 12 April 2017.Google ScholarGoogle Scholar
  4. Rick Busselle and Helena Bilandzic. 2009. Measuring Narrative Engagement, Media Psychology, 12,4: 321--347.Google ScholarGoogle ScholarCross RefCross Ref
  5. Jaehee Cho, Tsung-Han Lee, Joel Ogden, Amy Stewart, Tsung-Yu Tsai, Junwen Chen, and Ralph Vituccio. 2016. Imago: presence and emotion in virtual reality. In ACM SIGGRAPH 2016 VR Village (ACM), 6. Google ScholarGoogle ScholarDigital LibraryDigital Library
  6. Julia Diemer, Georg W. Alpers, Henrik M. Peperkorn, Youssef Shiban, and Andreas Mühlberger. 2015. The impact of perception and presence on emotional reactions: a review of research in virtual reality. Frontiers in psychology 6: 26.Google ScholarGoogle Scholar
  7. Stuart Dredge. 2014. Facebook closes its $2bn Oculus Rift acquisition. What next? https://www.theguardian.com/technology/2014/jul/22/facebook-oculus-rift-acquisition-virtual-reality Retrieved 12 April 2017.Google ScholarGoogle Scholar
  8. Rorik Henrikson, Bruno Araujo, Fanny Chevalier, Karan Singh, and Ravin Balakrishnan. 2016. MultiDevice Storyboards for Cinematic Narratives in VR. In Proceedings of the 29th Annual Symposium on User Interface Software and Technology (ACM): 787--796. Google ScholarGoogle ScholarDigital LibraryDigital Library
  9. Gray Hodgkinson. 2016. Lock up your stories - here comes Virtual Reality. TECHART: Journal of Arts and Imaging Science 3,4: 10--14.Google ScholarGoogle ScholarCross RefCross Ref
  10. Martijn Kors, Gabriele Ferri, Erik van der Spek, Cas Ketel, and Ben Schouten. 2016. A Breathtaking Journey: On the Design of an Empathy-Arousing Mixed-Reality Game. In Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play (ACM), 91--104. Google ScholarGoogle ScholarDigital LibraryDigital Library
  11. Andreas Kratky. 2016. Metaphor and Storytelling in Interface Design for Virtual Reality. In International Conference on Universal Access in Human-Computer Interaction: 287--300.Google ScholarGoogle Scholar
  12. Matthew Lombard and Theresa Ditton. 1997. At the heart of it all: The concept of presence. Journal of Computer-Mediated Communication 3, 2: 0-0.Google ScholarGoogle ScholarCross RefCross Ref
  13. Moynihan, T. The Stunning Allumette Is the First VR Film Masterpiece. 2016. http://www.wired.com/2016/04/alumettegroundbreaking-vr-film-tribeca/ Retrieved 12 April 2017.Google ScholarGoogle Scholar
  14. New York Times. 2015. http://www.nytimes.com/marketing/nytvr/ Retrieved 12 April 2017.Google ScholarGoogle Scholar
  15. Lasse Nielsen, Matias Møller, Sune Hartmeyer, Troels Ljung, Niels Nilsson, Rolf Nordahl and Stefania Serafin. 2016. Missing the point: an exploration of how to guide users' attention during cinematic virtual reality. In Proceedings of the 22nd ACM Conference on Virtual Reality Software and Technology (ACM), 229--232. Google ScholarGoogle ScholarDigital LibraryDigital Library
  16. Max North and Sarah North. 2016. A comparative study of sense of presence of traditional virtual reality and immersive environments. Australasian Journal of Information Systems, 20.Google ScholarGoogle Scholar
  17. Giuseppe Riva, Fabrizia Mantovani, Claret Samantha Capideville, Alessandra Preziosa, Francesca Morganti, Daniela Villani, Andrea Gaggioli, Cristina Botella, and Mariano Alcañiz. 2007. Affective interactions using virtual reality: the link between presence and emotions. CyberPsychology & Behavior 10, 1: 45--56.Google ScholarGoogle ScholarCross RefCross Ref
  18. Christian Roth. 2016. Experiencing Interactive Storytelling. PhD thesis. http://dare.ubvu.vu.nl/handle/1871/53840 Retrieved 12 April 2017.Google ScholarGoogle Scholar
  19. Marie Laure Ryan. 2015. Narrative as virtual reality 2: Revisiting Immersion and Interactivity in Literature and Electronic Media. JHU Press.Google ScholarGoogle Scholar
  20. Maria Sanchez-Vives and Mel Slater. 2005. From presence to consciousness through virtual reality. Nature Reviews Neuroscience 6,4: 332--339.Google ScholarGoogle ScholarCross RefCross Ref
  21. Unfeld, S. 5 lessons learned while making Lost. https://storystudio.oculus.com/en-us/blog/5-lessonslearned-while-making-lost/ Retrieved 12 April 2017.Google ScholarGoogle Scholar
  22. Mirjam Vosmeer and Ben Schouten. 2014. Interactive cinema: Engagement and interaction. In International Conference on Interactive Digital Storytelling, 140--147.Google ScholarGoogle ScholarCross RefCross Ref
  23. Mirjam Vosmeer, Christian Roth and Ben Schouten. 2015. Interaction in surround video: the effect of auditory feedback on enjoyment. In International Conference on Interactive Digital Storytelling, pp. 202--210.Google ScholarGoogle ScholarCross RefCross Ref
  24. Harrison Weber. 2016. How filmmakers are inventing the language of VR. https://venturebeat.com/2016/05/04/how-filmmakersare-inventing-the-language-of-vr/ Retrieved 12 April 2017.Google ScholarGoogle Scholar
  25. WeMakeVR. 2016. Project Orpheus. (available in the Appstore for both Android and iOS, embedded in the free app WeShareVR)Google ScholarGoogle Scholar
  26. Werner Wirth, Tilo Hartmann, Saskia Böcking, Peter Vorderer, Christoph Klimmt, Holger Schramm, Timo Saari, Jari Laarni, Niklas Ravaja, Feliz Ribeiro Gouveia, Frank Biocca, Ana Sacau, Lutz Jäncke, Thomas Baumgartner & Petra Jäncke. 2007. A process model of the formation of spatial presence experiences, Media Psychology, 9, 3: 493--525.Google ScholarGoogle ScholarCross RefCross Ref

Index Terms

  1. Project Orpheus A Research Study into 360° Cinematic VR

    Recommendations

    Comments

    Login options

    Check if you have access through your login credentials or your institution to get full access on this article.

    Sign in
    • Published in

      cover image ACM Conferences
      TVX '17: Proceedings of the 2017 ACM International Conference on Interactive Experiences for TV and Online Video
      June 2017
      152 pages
      ISBN:9781450345293
      DOI:10.1145/3077548

      Copyright © 2017 ACM

      Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

      Publisher

      Association for Computing Machinery

      New York, NY, United States

      Publication History

      • Published: 14 June 2017

      Permissions

      Request permissions about this article.

      Request Permissions

      Check for updates

      Qualifiers

      • research-article

      Acceptance Rates

      TVX '17 Paper Acceptance Rate13of41submissions,32%Overall Acceptance Rate69of245submissions,28%

      Upcoming Conference

      IMX '24

    PDF Format

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader