'In virtual reality (VR) applications, the contents are usually generated by creating a 360° Video panorama' (Lee et al, 2017). The participant is in a fixed position and can pivot in space to see action on all sides. 'Virtual reality is an ensemble of visuals, sounds and other sensations, that replicate a real environment, or create an imaginary one. A person using Virtual Reality equipment like a VR headset is able to 'look around' the virtual world and sometimes interact with it' (Tricart, 2017) Tricart argues that 360 and VR are also not the same thing, defining that 'we use the term 'VR' when the content is watched in a VR headset, and '360 video' when its watched on a flat screen using a VR player' (2017). This means that something can be both 360 and VR, but it is dependent on the software and platforms used to watch it. It is argued that VR requires the participant to take on a more active role, and they are more wholly immers...
360 cinematic vs volumetric VR Close up to build intimacy (audience cant move away in 360)- highlights notions of agency performers gaze= relationship to participant Live interactions and engagement in material space- disrupt sensory environment, engage participants bodily awareness Practicalities: - Needs even & a lot of lighting (light source also has to be hidden as it can be seen) -Space/ location aesthetic on all sides -Do not perform over stitch lines (unless its an artistic choice) -Framing→will the audience move with the action, or do they make their own decisions where to look? -Perspectives→ camera positioned ow= audience feel small/ action feels giant, camera positioned high= audience feel as if watching over (fly on the wall), action appears small, direct engagement? -Storytelling works differently- non-linear/ visual narratives -Sound within video or in performance space? Binaural sound? if using live performers as well, they also need to hear and be in ti...