Crafting Stories for Virtual Reality

Crafting Stories for Virtual Reality
Author :
Publisher : Routledge
Total Pages : 269
Release :
ISBN-10 : 9781351584371
ISBN-13 : 1351584375
Rating : 4/5 (71 Downloads)

Book Synopsis Crafting Stories for Virtual Reality by : Melissa Bosworth

Download or read book Crafting Stories for Virtual Reality written by Melissa Bosworth and published by Routledge. This book was released on 2018-11-09 with total page 269 pages. Available in PDF, EPUB and Kindle. Book excerpt: We are witnessing a revolution in storytelling. Publications all over the world are increasingly using immersive storytelling—virtual reality, augmented reality and mixed reality—to tell compelling stories. The aim of this book is to distill the lessons learned thus far into a useful guide for reporters, filmmakers and writers interested in telling stories in this emerging medium. Examining ground-breaking work across industries, this text explains, in practical terms, how storytellers can create their own powerful immersive experiences as new media and platforms emerge.

Storytelling for Virtual Reality

Storytelling for Virtual Reality
Author :
Publisher : Taylor & Francis
Total Pages : 346
Release :
ISBN-10 : 9781351809252
ISBN-13 : 1351809253
Rating : 4/5 (52 Downloads)

Book Synopsis Storytelling for Virtual Reality by : John Bucher

Download or read book Storytelling for Virtual Reality written by John Bucher and published by Taylor & Francis. This book was released on 2017-07-06 with total page 346 pages. Available in PDF, EPUB and Kindle. Book excerpt: Storytelling for Virtual Reality serves as a bridge between students of new media and professionals working between the emerging world of VR technology and the art form of classical storytelling. Rather than examining purely the technical, the text focuses on the narrative and how stories can best be structured, created, and then told in virtual immersive spaces. Author John Bucher examines the timeless principles of storytelling and how they are being applied, transformed, and transcended in Virtual Reality. Interviews, conversations, and case studies with both pioneers and innovators in VR storytelling are featured, including industry leaders at LucasFilm, 20th Century Fox, Oculus, Insomniac Games, and Google. For more information about story, Virtual Reality, this book, and its author, please visit StorytellingforVR.com

Virtual Reality Cinema

Virtual Reality Cinema
Author :
Publisher : Routledge
Total Pages : 274
Release :
ISBN-10 : 9781000341935
ISBN-13 : 1000341933
Rating : 4/5 (35 Downloads)

Book Synopsis Virtual Reality Cinema by : Eric R. Williams

Download or read book Virtual Reality Cinema written by Eric R. Williams and published by Routledge. This book was released on 2021-02-17 with total page 274 pages. Available in PDF, EPUB and Kindle. Book excerpt: Award-winning cine-maVRicks Eric R. Williams, Carrie Love and Matt Love introduce virtual reality cinema (also known as 360° video or cine-VR) in this comprehensive guide filled with insider tips and tested techniques for writing, directing and producing effectively in the new medium. Join these veteran cine-VR storytellers as they break down fundamental concepts from traditional media to demonstrate how cine-VR can connect with audiences in new ways. Examples from their professional work are provided to illustrate basic, intermediate and advanced approaches to crafting modern story in this unique narrative space where there’s no screen to contain an image and no specific stage upon which to perform. Virtual Reality Cinema will prepare you to approach your own cine-VR projects via: Tips and techniques for writing, directing and producing bleeding-edge narrative cine-VR projects; More than a hundred photos and illustrations to explain complex concepts; Access to more than two hours of on-line cine-VR examples that you can download to watch on your own HMD; New techniques developed at Ohio University’s Game Research and Immersive Design (GRID) Lab, including how to work with actors to embrace Gravity and avoid the Persona Gap, how to develop stories with the Story Engagement Matrix and how to balance directorial control and audience agency in this new medium. This book is an absolute must read for any student of filmmaking, media production, transmedia storytelling and game design, as well as anyone already working in these industries that wants to understand the new challenges and opportunities of virtual reality cinema.

Human Factors in Virtual Environments and Game Design

Human Factors in Virtual Environments and Game Design
Author :
Publisher : AHFE International
Total Pages : 293
Release :
ISBN-10 : 9781958651261
ISBN-13 : 1958651265
Rating : 4/5 (61 Downloads)

Book Synopsis Human Factors in Virtual Environments and Game Design by : Tareq Z. Ahram • Christianne S. Falcão

Download or read book Human Factors in Virtual Environments and Game Design written by Tareq Z. Ahram • Christianne S. Falcão and published by AHFE International. This book was released on 2022-07-24 with total page 293 pages. Available in PDF, EPUB and Kindle. Book excerpt: Human Factors in Virtual Environments and Game Design Proceedings of the 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022), July 24–28, 2022, New York, USA

Cinematic Virtual Reality

Cinematic Virtual Reality
Author :
Publisher : Springer Nature
Total Pages : 146
Release :
ISBN-10 : 9783030721473
ISBN-13 : 3030721477
Rating : 4/5 (73 Downloads)

Book Synopsis Cinematic Virtual Reality by : Kath Dooley

Download or read book Cinematic Virtual Reality written by Kath Dooley and published by Springer Nature. This book was released on 2021-04-27 with total page 146 pages. Available in PDF, EPUB and Kindle. Book excerpt: With reference to traditional film theory and frameworks drawn from fields such as screenwriting studies and anthropology, this book explores the challenges and opportunities for both practitioners and viewers offered by the 360-degree storytelling form. It focuses on cinematic virtual reality (CVR), a format that involves immersive, high quality, live action or computer-generated imagery (CGI) that can be viewed through head mounted display (HMD) goggles or via online platforms such as YouTube. This format has surged in popularity in recent years due to the release of affordable high quality omnidirectional (360-degree) cameras and consumer grade HMDs. The book interrogates four key concepts for this emerging medium: immersion, presence, embodiment and proximity through an analysis of innovative case studies and with reference to practitioner interviews. In doing so, it highlights the specificity of the format and provides a critical account of practitioner approaches to the concept development, writing and realisation of short narrative CVR works. The book concludes with an account of the author’s practice-led research into the form, providing a valuable example of creative practice in the field of immersive media.

Experience on Demand: What Virtual Reality Is, How It Works, and What It Can Do

Experience on Demand: What Virtual Reality Is, How It Works, and What It Can Do
Author :
Publisher : W. W. Norton & Company
Total Pages : 217
Release :
ISBN-10 : 9780393253702
ISBN-13 : 0393253708
Rating : 4/5 (02 Downloads)

Book Synopsis Experience on Demand: What Virtual Reality Is, How It Works, and What It Can Do by : Jeremy Bailenson

Download or read book Experience on Demand: What Virtual Reality Is, How It Works, and What It Can Do written by Jeremy Bailenson and published by W. W. Norton & Company. This book was released on 2018-01-30 with total page 217 pages. Available in PDF, EPUB and Kindle. Book excerpt: “If you want to understand the most immersive new communications medium to come along since cinema… I’d suggest starting with Mr. Bailenson’s [book].” —Wall Street Journal Virtual reality is able to effectively blur the line between reality and illusion, granting us access to any experience imaginable. These experiences, ones that the brain is convinced are real, will soon be available everywhere. In Experience on Demand, Jeremy Bailenson draws upon two decades spent researching the psychological effects of VR to help readers understand its upsides and possible downsides. He offers expert guidelines for interacting with VR, and describes the profound ways this technology can be put to use to hone our performance, help us recover from trauma, improve our learning, and even enhance our empathic and imaginative capacities so that we treat others and ourselves better.

Video Game Storytelling

Video Game Storytelling
Author :
Publisher : Watson-Guptill
Total Pages : 210
Release :
ISBN-10 : 9780385345835
ISBN-13 : 0385345836
Rating : 4/5 (35 Downloads)

Book Synopsis Video Game Storytelling by : Evan Skolnick

Download or read book Video Game Storytelling written by Evan Skolnick and published by Watson-Guptill. This book was released on 2014-12-02 with total page 210 pages. Available in PDF, EPUB and Kindle. Book excerpt: UNLOCK YOUR GAME'S NARRATIVE POTENTIAL! With increasingly sophisticated video games being consumed by an enthusiastic and expanding audience, the pressure is on game developers like never before to deliver exciting stories and engaging characters. With Video Game Storytelling, game writer and producer Evan Skolnick provides a comprehensive yet easy-to-follow guide to storytelling basics and how they can be applied at every stage of the development process—by all members of the team. This clear, concise reference pairs relevant examples from top games and other media with a breakdown of the key roles in game development, showing how a team’s shared understanding and application of core storytelling principles can deepen the player experience. Understanding story and why it matters is no longer just for writers or narrative designers. From team leadership to game design and beyond, Skolnick reveals how each member of the development team can do his or her part to help produce gripping, truly memorable narratives that will enhance gameplay and bring today’s savvy gamers back time and time again.