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Cho 2016
Cho 2016
Jaehee Cho, Tsung-Han Lee, Joel Ogden, Amy Stewart, Tsung-Yu Tsai, Junwen Chen, and Ralph Vituccio*
Entertainment Technology Center, Carnegie Mellon University
Abstract narratives. Each demo was shown to small group of testers, after
which they would be asked a series of questions about the
As virtual reality becomes available to a wider audience, experience and their emotional response. What was of particular
filmmakers are being challenged to create ever more immersive interest was how the player perceived their role in the narrative,
and creative narratives for this quickly evolving medium. While the understanding of their physical body in the virtual space, and
many of the early attempts at virtual reality filmmaking have been their emotional responses to various stimuli in virtual reality.
devoted to the creation of quick paced and aw-inspiring
experiences, filmmakers such as Chris Milk and Oculus Story Our early demos revealed that viewers were unable to detach
Studio have been more focused on more story driven experiences, themselves from being part of the experience, as one might when
using the medium to tell narratives in a new and exciting way. watching a traditional film. A number of short films were created
that would vary the amount of eye contact a viewer received from
Project Hypnos was created at Carnegie Mellon University to the characters in the story. Through observation and interviews,
explore immersive narrative filmmaking techniques for virtual we learned that viewers felt the need to be acknowledged while in
reality. The resulting proof-of-concept film, Imago, was created the VR space. Viewers often described themselves as being a
using the techniques developed during this research. Imago plays character in the film, whether or not they were given indication
with the concept of a viewer's presence in a film in an attempt to that this was the case. When acknowledged as being a character in
elicit both negative and positive emotions. The result is a story- the film and given eye contact from actors in the scene, viewers
driven experience that comes to life through live-action drama, described feeling more immersed in the story and used more
dance, and abstract CG imagery. emotional words to describe those experiences.
3 Screening
4 Conclusion