Where to look? Sustaining Presence While Directing Attention in Virtual Reality Stories.

Autores/as

  • Michael Walter University of Pretoria, South Africa

DOI:

https://doi.org/10.14591/aniki.v10n1.955

Palabras clave:

Virtual Reality, video games, film, storytelling, immersion, directing attention

Resumen

Humans have been fascinated with the notion of submerging themselves in other spaces since antiquity, or even before. As the contemporary media landscape seeks to employ newer immersive practices, particularly in today’s Metaverse environment, storytelling in immersive media such as virtual reality (VR) is still developing and being described. The notion of scale and (newfound) viewer agency afforded by VR has challenged VR film-makers, particularly in directing attention towards story beats and handling user interaction. The video gaming industry, as a platform that is built with immersion as the core of the experience, leads this development. The advent of virtual reality (VR) video games is developing an amalgamation of immersive strategies to induce the sense of presence within virtual worlds. In this article I look at current approaches and challenges faced when directing attention in films and storytelling in VR. I then consider strides taken in VR video games, namely Half-Life: Alyx (2020), to propose that directing techniques and immersive strategies employed in VR video games can be used to develop new strategies in VR films and storytelling.

Citas

Allan, Rutger J., de Jong, Irene J.F. and de Jonge, Casper C. 2017. “From enargeia to immersion: the ancient roots of a modern concept.” Style 51(1): 34–51. https://www.jstor.org/stable/10.5325/style.51.1.0034.

Arsenault, Dominic. 2014. “Narratology.” In The Routledge Companion to Video Game Studies, edited by Mark J.P. Wolf and Bernard Perron, 475–483. New York: Routledge.

Bateman, Chris, ed. 2021. Game writing: narrative skills for videogames. New York: Bloomsbury Publishing.

Biocca, Frank. 1997. The Cyborg's Dilemma: Progressive Embodiment in Virtual Environments. Journal of Computer-Mediated Communication 3(2): [sp]. https://doi.org/10.1111/j.1083-6101.1997.tb00070.x.

Bollmer, Grant. 2017. “Empathy machines.” Media International Australia 165(1): 63–76. https://doi.org/DOI: 10.1177/1329878X17726794.

Bordwell, David and Thompson, Kristin. 2019. Film History: An Introduction. 4th ed. New York. McGraw-Hill Education.

Bucher, John. 2018. Storytelling for Virtual Reality: Methods and Principles for Crafting Immersive Narratives. New York: Routledge.

Dansky, Richard. 2021. “Introduction to Game Narrative.” In Game Writing: Narrative Skills for Videogames, edited by Chris Bateman, 1–25. New York: Bloomsbury Publishing.

DeLanda, Manuel. 2015. “The new materiality.” Architectural Design 85(5): 16-21. https://doi.org/doi:%2010.1002/ad.1948.

Ermi, Laura and Mäyrä, Frans. 2005. “Fundamental components of the gameplay experience: Analysing immersion”. In Proceedings of DiGRA 2005 Conference: Changing Views - Worlds in Play. http://www.digra.org/digital-library/publications/fundamental-components-of-the-gameplay-experience-analysing-immersion/.

Grau, Oliver. 2003. Virtual Art: From Illusion to Immersion. London: The MIT Press Cambridge.

Harris, Blake J. 2019. The History of the Future: Oculus, Facebook, and the Revolution that Swept Virtual Reality. New York: HarperCollins Publishers. Scribd.

Heeter, Carrie. 1992. “Being There: The Subjective Experience of Presence.” Presence Teleoperators & Virtual Environments 1(2): 262–271. https://doi.org/10.1162/pres.1992.1.2.262.

Kilteni, Konstantina, Groten, Raphaela and Slater, Mel. 2012. “The sense of embodiment in virtual reality.” Presence: Teleoperators and Virtual Environments 21(4): 373-387. https://doi.org/10.1162/PRES_a_00124.

Lanier, Jaron. 2017. Dawn of the New Everything: Encounters with Reality and Virtual Reality. New York: Henry Holt and Company. Scribd.

Louchart, Sandy, and Aylett, Ruth. 2003. “Solving the narrative paradox in VEs–lessons from RPGs.” In Proceedings of International Workshop on Intelligent Virtual Agents, pp. 244-248. https://doi.org/DOI:%2010.1007/978-3-540-39396-2_41.

Lombard, Matthew, and Jones, Matthew T.. 2007. “Identifying the (tele) presence literature.” PsychNology Journal 5(2): 197-206.

McMahan, Alison. 2003. “Immersion, engagement, and presence: A method for analysing 3-D video games.” In The Video Game Theory Reader, edited by Mark J.P. Wolf and Bernard Perron, 67-86. New York: Routledge.

Meta. 2021. “The Metaverse and How We’ll Build It Together – Connect 2021.” Accessed June 22 2022. https://www.youtube.com/watch?v=Uvufun6xer8&t=2s&ab_channel=Meta.

Milk, Chris. 2015. “How virtual reality can create the ultimate empathy machine.” Accessed March 11 2022. https://www.ted.com/talks/chris_milk_how_virtual_reality_can_create_the_ultimate_empathy_machine?language=en.

Murray, Janet H. 2017. Hamlet on the Holodeck: The Future of Narrative in Cyberspace (updated edition). Cambridge: MIT press.

__________. 2020. “Virtual/reality: how to tell the difference.” Journal of Visual Culture 19(1): 11-27. https://doi.org/10.1177/1470412920906253.

Nash, Kate. 2021. Interactive Documentary: Theory and Debate. London: Routledge.

Nee, Rebecca C. 2021. “Wild, stressful, or stupid: Que es Bandersnatch? Exploring user outcomes of Netflix’s interactive Black Mirror episode.” Convergence: The International Journal of Research into New Media Technologies 27(5): 1488-1506. https://doi.org/DOI:%2010.1177/1354856521996557.

Nilsson, Niels C., Nordahl, Rolf and Serafin, Stefania. 2016. “Immersion Revisited: A review of existing definitions of immersion and their relation to different theories of presence.” Human Technology 12(2):108–134. https://doi.org/10.17011/ht/urn.201611174652.

Nitsche, Michael. 2008. Video Game Spaces: Image, Play, and Structure in 3D Game Worlds. London: The MIT Press.

Parisi, David. 2018. Archaeologies of Touch: Interfacing with Haptics from Electricity to Computing. Minneapolis: University of Minnesota Press.

Paterson, Mark. 2017. “On haptic media and the possibilities of a more inclusive interactivity.” New Media & Society 19(10): 1541-1562. https://doi.org/10.1177/1461444817717513.

Robson, Jon, and Meskin, Aaron. 2016. “Video games as self‐involving interactive fictions.” The Journal of Aesthetics and Art Criticism 74(2): 165-177. https://doi.org/10.1111/jaac.12269.

Rubin, Peter. 2018. Future Presence: How Virtual Reality Is Changing Human Connection, Intimacy, and the Limits of Ordinary Life. New York: HarperOne. Scribd.

Slater, Mel, and Wilbur, Sylvia. 1997. “A framework for immersive virtual environments (FIVE): Speculations on the role of presence in virtual environments.” Presence: Teleoperators & Virtual Environments 6(6): 603-616. https://doi.org/DOI:10.1162/pres.1997.6.6.603.

Slater, Mel. 2018. “Immersion and the illusion of presence in virtual reality.” British Journal of Psychology 109(3): 431-433. https://doi.org/10.1111/bjop.12305.

Sherman, William R., and Craig, Alan B. 2019. Understanding Virtual Reality: Interface, Application and Design. 2nd ed. Cambridge: Morgan Kaufmann Publishers.

Sutherland, Ivan E. 1968. “A head-mounted three dimensional display.” In Proceedings of the December 9-11, 1968, Fall Joint Computer Conference, part I, pp. 757-764. https://doi.org/10.1145/1476589.1476686.

The International Society for Presence Research. n.d. “Presence defined.” Accessed November 15 2020. https://ispr.info/about-presence-2/about-presence/.

Therrien, Carl. 2014. “Immersion.” In The Routledge Companion to Video Game Studies, edited by Mark J.P. Wolf and Bernard Perron, 451–458. New York: Routledge.

Watercutter, Angela. 2015. “6 Rules for Making Movies in the VR Age.” Wired, August 26, 2015. https://www.wired.com/2015/08/6-rules-making-movies-vr-age/.

__________. 2017. “Dear Angelica Is the Film—and Filmmaking Tool—VR Needs.” Wired, January 20, 2017. https://www.wired.com/2017/01/oculus-dear-angelica-premiere/.

Wray, Suzanne. 2020. Lighting the Panorama. International Panorama Council Journal 4: 51–58.

Wolf, Mark JP. 2017. “Beyond Immersion: Absorption, Saturation, and Overflow in the Building of Imaginary Worlds.” In World Building: Transmedia, Fans, Industries, edited by Marta Boni, 204–214. Amsterdam: Amsterdam University Press.

Filmography

Clouds Over Sidra [VR short film] Dir. Gabo Arora and Chris, Milk. Within, USA, 2015. 8mins.

Dear Angelica [VR short film] Dir. Saschka Unseld. Oculus Story Studios, USA, 2017. 14mins.

Henry [VR short film] Dir. Ramiro Lopez Dau. Oculus Story Studios, USA, 2015. 12mins.

Wolves in the Walls [VR short film] Dir. Pete Billington. Fable Studio, USA, 2018. 40mins.

Ludography

Half-Life [Video game, PC]. Valve Corporation. USA. 1998

Half-Life 2 [Video game, PC]. Valve Corporation. USA. 2004

Half-Life: Alyx [Video game, PC VR]. Valve Corporation. USA. 2020

Descargas

Publicado

2023-01-20