Exploring effective storytelling guidelines for cinematic virtual reality
dc.contributor.author | Tong, Lingwei | |
dc.date.accessioned | 2023-03-14T21:39:14Z | |
dc.date.available | 2023-03-14T21:39:14Z | |
dc.date.issued | 2022 | en |
dc.description.abstract | Content creators have been exploring ways to use virtual reality (VR) as an effective storytelling tool. The term cinematic virtual reality (CVR) was then created to describe the kind of VR experience that is produced using pre-rendered content with lengthier and complete story structures, with the interaction design that enables viewers to actively choose where to look. Initially, creators of CVR content began by transferring storytelling grammars and techniques from mature media, such as cinema and theater. However, specific challenges for CVR followed, including the narrative paradox (NP) (which is the conflict and tension arising between authorial control and viewer agency), the fear of missing out (FOMO), and the discrepancy between viewer expectations on agency and the system’s interactive capacity. Because CVR is a type of immersive experience, viewers are also inclined to interact with the story world freely. To achieve a final product that is a successful and engrossing storytelling experience, creators must address the NP and FOMO issues and establish a design balance between authorial control and viewer participation in terms of narrative progression. To investigate the issues raised above and assess potential solutions, several user studies were undertaken in this thesis. A human body-language-based attention guidance cue set called Action Units (AUs) was created to address the FOMO issue. It was then compared with two other commonly used synthetic cues for user experiences. According to the findings, the use of AUs in CVR content can boost viewer enjoyment and engagement with the story. The AUs were also favored by viewers for their diegetic qualities and by creators for the simplicity of use. Moving on to the NP issue, the second user study sought to identify the upper limit of a viewer’s desire to actively interact and participate in the narration. Results indicated that viewer control is advised for CVR projects. To handle viewer curiosity and motivate them to interact freely, creators must carefully set up the interactors. Based on the findings, a coherent framework was researched and developed by tying together previously acquired knowledge and rules that were dispersed to various components of producing CVR with the workflow that a creator uses to build the experience. The procedure resulted in a formalized framework called the Adaptive Playback Control (APC) for CVR. The APC starts by guiding content preparation by highlighting the need for applying diegetic attention guidance cues. It also includes guidelines for interactive design by emphasizing the need for design considerations regarding the harmony between viewer and creator roles in directing the narrative development, and raising the visibility of interaction affordances in the immersive storytelling experience. Then, a real-world case study of applying the APC to an immersive Māori (New Zealand indigenous people) storytelling experience was presented. The case study examined whether viewer-participatory design, including profiling viewers and the strategies to introduce narrative variations, was culturally appropriate. In this case study, personalized variations were added to CVR by taking into account both the unique demands of each viewer and their participation in the storytelling process. Insights from the case study showed that for creators to safely guarantee that experiences will live up to viewer expectations and be entertaining and diverse, individual users must also be taken into account from the very beginning of content design. Finally, this thesis offers the Adaptive Playback Control (APC), a novel frame- work for those who create CVR experiences. They can follow the framework’s instructions to create materials specifically designed for an immersive experience utilizing pre-rendered content, such as 360-degree videos. It intends to address the FOMO issue and help creators produce CVR experiences with correct viewer interaction and integrated viewer personalization, resolving the problem of NP and improving the overall experience. This thesis also employed a case study to show how adaptable the framework is and how it may be used in a larger context, in and beyond the cultural heritage sector. | en |
dc.identifier.uri | https://hdl.handle.net/10092/105214 | |
dc.identifier.uri | http://dx.doi.org/10.26021/14309 | |
dc.language | English | |
dc.language.iso | en | en |
dc.rights | All Right Reserved | en |
dc.rights.uri | https://canterbury.libguides.com/rights/theses | en |
dc.title | Exploring effective storytelling guidelines for cinematic virtual reality | en |
dc.type | Theses / Dissertations | en |
thesis.degree.discipline | Human Interface Technology | en |
thesis.degree.grantor | University of Canterbury | en |
thesis.degree.level | Doctoral | en |
thesis.degree.name | Doctor of Philosophy | en |
uc.bibnumber | 3244800 | |
uc.college | Faculty of Engineering | en |