Storytelling for Virtual Reality

For more information about story, Virtual Reality, this book, and its author, please visit StorytellingforVR.com

Author: John Bucher

Publisher: Taylor & Francis

ISBN: 9781351809245

Category: Performing Arts

Page: 334

View: 361

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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 Storytelling Using Virtual Reality Technologies for Storytelling

For the third edition of Virtual Storytelling, the Organization Committee chose to extend the conference to 3 days so that more research work and applications could be be presented, to renew the Scientific and Application Board, to open the ...

Author: Gérard Subsol

Publisher: Springer Science & Business Media

ISBN: 9783540305118

Category: Computers

Page: 292

View: 698

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The 1st International Conference on Virtual Storytelling took place on September 27–28, 2001, in Avignon (France) in the prestigious Popes’ Palace. Despite the tragic events of September 11 that led to some last-minute cancellations, nearly 100 people from 14 different countries attended the 4 invited lectures given by international experts, the 13 scientific talks and the 6 scientific demonstrations. Virtual Storytelling 2003 was held on November 20–21, 2003, in Toulouse (France) in the Modern and Contemporary Art Museum “Les Abattoirs.” One hundred people from 17 different countries attended the conference composed of 3 invited lectures, 16 scientific talks and 11 posters/demonstrations. Since autumn 2003, there has been strong collaboration between the two major virtual/digital storytelling conference series in Europe: Virtual Storytelling and TIDSE (Technologies for Interactive Digital Storytelling and Entertainment). Thus the conference chairs of TIDSE and Virtual Storytelling decided to establish a 2 year turnover for both conferences and to join the respective organizers in the committees. For the third edition of Virtual Storytelling, the Organization Committee chose to extend the conference to 3 days so that more research work and applications could be be presented, to renew the Scientific and Application Board, to open the conference to new research or artistic communities, and to call for the submission of full papers and no longer only abstracts so as to make a higher-level selection.

Virtual Storytelling Using Virtual Reality Technologies for Storytelling

This book constitutes the refereed proceedings of the 4th International Conference on Virtual Storytelling, ICVS 2007, held in Saint-Malo, France, in December 2007.

Author: Marc Cavazza

Publisher: Springer

ISBN: 9783540770398

Category: Computers

Page: 219

View: 417

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This book constitutes the refereed proceedings of the 4th International Conference on Virtual Storytelling, ICVS 2007, held in Saint-Malo, France, in December 2007. The 12 revised full papers, three invited papers and seven poster and demo papers were carefully reviewed and selected. The papers are organized in topical sections on authoring tools and story models, behavior modeling, user interactivity, an invited session: related EU projects, as well as the poster and demo session.

Virtual Storytelling Using Virtual Reality Technologies for Storytelling

This book constitutes the refereed proceedings of the Second International Conference on Virtual Storytelling, ICVS 2003, held in Toulouse, France in November 2003.

Author: Olivier Balet

Publisher: Springer Science & Business Media

ISBN: 9783540205357

Category: Computers

Page: 240

View: 234

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This book constitutes the refereed proceedings of the Second International Conference on Virtual Storytelling, ICVS 2003, held in Toulouse, France in November 2003. The 27 revised full papers presented together with 3 invited papers were carefully reviewed and selected for presentation. The papers are organized in topical sections on real-time technologies, narrativity and authoring, mediation and interface, virtual characters, mixed reality, and applications.

Storytelling for Virtual Reality

For more information about story, Virtual Reality, this book, and its author, please visit StorytellingforVR.com.

Author: John Bucher

Publisher:

ISBN: OCLC:1105779063

Category: Digital video

Page: 334

View: 759

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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 Storytelling Using Virtual Reality Technologies for Storytelling

The story is the richest heritage of human civilizations. One can imagine the ?rst stories being told, several thousand centuries ago, by wise old men huddled around camp?res.

Author: Olivier Balet

Publisher: Springer

ISBN: 9783540454205

Category: Computers

Page: 220

View: 774

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The story is the richest heritage of human civilizations. One can imagine the ?rst stories being told, several thousand centuries ago, by wise old men huddled around camp?res. Since this time, the narrative process has been considerably developed and enriched: sounds and music have been added to complement the speech, while scenery and theatrical sets have been created to enhance the story environment. Actors, dancers, and technicians have replaced the lone storyteller. The story is no longer the sole preserve of oral narrative but can be realized in book, theatrical, dance, or movie form. Even the audience can extend up to several million individuals. And yet in its many forms the story lies at the heart of one of the world’s most important industries. The advent of the digital era has enhanced and accelerated this evolution: image synthesis, digital special e?ects, new Human-Computer interfaces, and the Internet allow one not only to realize more sophisticated narrative forms but also to create new concepts such as video gaming and virtual environments. The art of storytelling is becoming evermore complex. Virtual reality o?ers new tools to capture, and to interactively modify the imaginary environment, in ever more intuitive ways, coupled with a maximum sensory feedback. In fact, virtual reality technologies o?er enhanced and exciting production possibilities for the creation and non-linear manipulation in real time, of almost any story form. This has lead to the new concept of Virtual Storytelling.

Storytelling for Virtual Reality

Storytelling for Virtual Reality serves as a bridge between students of new media
and professionals working in the emerging world of VR technology and the art
form of classical storytelling. Rather than examining purely the technical, the text
 ...

Author: John Bucher

Publisher: Taylor & Francis

ISBN: 9781351809252

Category:

Page:

View: 585

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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

Crafting Stories for Virtual Reality

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.

Author: Melissa Bosworth

Publisher: Routledge

ISBN: 9781351584371

Category: Language Arts & Disciplines

Page: 258

View: 618

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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.

Immersive Journalism as Storytelling

This book sets out cutting-edge new research and examines future prospects on 360-degree video, virtual reality (VR), and augmented reality (AR) in journalism, analyzing and discussing virtual world experiments from a range of perspectives.

Author: Turo Uskali

Publisher: Routledge

ISBN: 9780429794964

Category: Social Science

Page: 202

View: 284

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This book sets out cutting-edge new research and examines future prospects on 360-degree video, virtual reality (VR), and augmented reality (AR) in journalism, analyzing and discussing virtual world experiments from a range of perspectives. Featuring contributions from a diverse range of scholars, Immersive Journalism as Storytelling highlights both the opportunities and the challenges presented by this form of storytelling. The book discusses how immersive journalism has the potential to reach new audiences, change the way stories are told, and provide more interactivity within the news industry. Aside from generating deeper emotional reactions and global perspectives, the book demonstrates how it can also diversify and upskill the news industry. Further contributions address the challenges, examining how immersive storytelling calls for reassessing issues of journalism ethics and truthfulness, transparency, privacy, manipulation, and surveillance, and questioning what it means to cover reality when a story is told in virtual reality. Chapters are grounded in empirical data such as content analyses and expert interviews, alongside insightful case studies that discuss Euronews, Nonny de la Peña’s Project Syria, and The New York Times’ NYTVR application. This book is written for journalism teachers, educators, and students, as well as scholars, politicians, lawmakers, and citizens with an interest in emerging technologies for media practice.

Virtual Reality Cinema

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 ...

Author: Eric R. Williams

Publisher:

ISBN: 0367463393

Category: Motion pictures

Page: 218

View: 311

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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.

Virtual Storytelling Using Virtual Reality Technologies for Storytelling

The 1st International Conference on Virtual Storytelling took place on September
27–28, 2001, in Avignon (France) in the prestigious Popes' Palace. Despite the
tragic events of September 11 that led to some last-minute cancellations, nearly ...

Author: Gérard Subsol

Publisher: Springer

ISBN: 9783540322856

Category: Computers

Page: 292

View: 225

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The 1st International Conference on Virtual Storytelling took place on September 27–28, 2001, in Avignon (France) in the prestigious Popes’ Palace. Despite the tragic events of September 11 that led to some last-minute cancellations, nearly 100 people from 14 different countries attended the 4 invited lectures given by international experts, the 13 scientific talks and the 6 scientific demonstrations. Virtual Storytelling 2003 was held on November 20–21, 2003, in Toulouse (France) in the Modern and Contemporary Art Museum “Les Abattoirs.” One hundred people from 17 different countries attended the conference composed of 3 invited lectures, 16 scientific talks and 11 posters/demonstrations. Since autumn 2003, there has been strong collaboration between the two major virtual/digital storytelling conference series in Europe: Virtual Storytelling and TIDSE (Technologies for Interactive Digital Storytelling and Entertainment). Thus the conference chairs of TIDSE and Virtual Storytelling decided to establish a 2 year turnover for both conferences and to join the respective organizers in the committees. For the third edition of Virtual Storytelling, the Organization Committee chose to extend the conference to 3 days so that more research work and applications could be be presented, to renew the Scientific and Application Board, to open the conference to new research or artistic communities, and to call for the submission of full papers and no longer only abstracts so as to make a higher-level selection.

The New Digital Storytelling Creating Narratives with New Media Revised and Updated Edition 2nd Edition

Of course, the second edition is updated to take into account the many ways the field has advanced since the original book appeared. With many new examples of digital stories, this edition's evidence base is current and fresh.

Author: Bryan Alexander

Publisher: ABC-CLIO

ISBN: 9781440849619

Category: Language Arts & Disciplines

Page: 291

View: 644

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Newly revised and updated, this is the essential guide to state-of-the-art digital storytelling for audiences, creators, and teachers. • Documents how digital storytelling has become an international movement, with vibrant communities of practice, ever-developing ideas, and growing appeal • Captures the full depth and breadth of the history and present of digital storytelling, while also offering practical tips for getting started making stories • Incorporates a plethora of digital technologies, from video to augmented reality, and mobile devices to virtual reality • Points out that digital storytelling has a variety of uses and encompasses a growing diversity of technologies, even as it becomes ever more accessible to everyday creators

Experimental Analysis of Spatial Sound for Storytelling in Virtual Reality

"Spatial sound is useful in enhancing immersion and presence of the user in a virtual world.

Author: Saylee Bhide

Publisher:

ISBN: OCLC:1112673214

Category: Acoustical engineering

Page: 68

View: 528

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"Spatial sound is useful in enhancing immersion and presence of the user in a virtual world. This audio design allows the game designer to place audio cues that appropriately match with the visual cues in a virtual game environment. These localized audio cues placed in a story based game environment also help to evoke an emotional response from the user and construct the narrative of the game by capturing the user’s attention towards the guiding action events in the game. Our thesis explores the usefulness of spatial sound for improving the performance and experience of a user in a virtual game environment. Additionally, with the help of the relevant subjective and objective inferences collected from a user study conducted on three different evaluation models, the thesis also analyzes and establishes the potential of spatial sound as a powerful storytelling tool in a virtual game environment designed for Virtual Reality."--Abstract.

Virtual Storytelling Using Virtual Reality Technologies for Storytelling

The story is the richest heritage of human civilizations. One can imagine the ?rst stories being told, several thousand centuries ago, by wise old men huddled around camp?res.

Author: Olivier Balet

Publisher: Springer

ISBN: 3662165899

Category: Computers

Page: 220

View: 934

DOWNLOAD →

The story is the richest heritage of human civilizations. One can imagine the ?rst stories being told, several thousand centuries ago, by wise old men huddled around camp?res. Since this time, the narrative process has been considerably developed and enriched: sounds and music have been added to complement the speech, while scenery and theatrical sets have been created to enhance the story environment. Actors, dancers, and technicians have replaced the lone storyteller. The story is no longer the sole preserve of oral narrative but can be realized in book, theatrical, dance, or movie form. Even the audience can extend up to several million individuals. And yet in its many forms the story lies at the heart of one of the world’s most important industries. The advent of the digital era has enhanced and accelerated this evolution: image synthesis, digital special e?ects, new Human-Computer interfaces, and the Internet allow one not only to realize more sophisticated narrative forms but also to create new concepts such as video gaming and virtual environments. The art of storytelling is becoming evermore complex. Virtual reality o?ers new tools to capture, and to interactively modify the imaginary environment, in ever more intuitive ways, coupled with a maximum sensory feedback. In fact, virtual reality technologies o?er enhanced and exciting production possibilities for the creation and non-linear manipulation in real time, of almost any story form. This has lead to the new concept of Virtual Storytelling.

Videnda

"Videnda" as an English word means things that should be observed and visited because they are representative of a person or a place.

Author: Ruby Feng

Publisher:

ISBN: OCLC:990309905

Category: Interactive multimedia

Page: 47

View: 541

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"Videnda" as an English word means things that should be observed and visited because they are representative of a person or a place. Videnda as a project is a virtual reality piece centered on the idea of of environmental storytelling using 3D environments. The HTC Vive Headset, Unity game engine, Autodesk Maya and other programs are used to give a user an immersive experience in three different scenes that represent the starting environments for three characters in a fantastical world. This collaborative effort is designed to let users organically construct personal narratives about the people in a fictional world, while also connecting a new digital medium back to traditional forms of narrative using themes found in traditional print media.

Virtual Storytelling Using Virtual Reality Technologies for Storytelling

The story is the richest heritage of human civilizations. One can imagine the ?rst stories being told, several thousand centuries ago, by wise old men huddled around camp?res.

Author: Olivier Balet

Publisher: Springer

ISBN: 3540426116

Category: Computers

Page: 220

View: 416

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The story is the richest heritage of human civilizations. One can imagine the ?rst stories being told, several thousand centuries ago, by wise old men huddled around camp?res. Since this time, the narrative process has been considerably developed and enriched: sounds and music have been added to complement the speech, while scenery and theatrical sets have been created to enhance the story environment. Actors, dancers, and technicians have replaced the lone storyteller. The story is no longer the sole preserve of oral narrative but can be realized in book, theatrical, dance, or movie form. Even the audience can extend up to several million individuals. And yet in its many forms the story lies at the heart of one of the world’s most important industries. The advent of the digital era has enhanced and accelerated this evolution: image synthesis, digital special e?ects, new Human-Computer interfaces, and the Internet allow one not only to realize more sophisticated narrative forms but also to create new concepts such as video gaming and virtual environments. The art of storytelling is becoming evermore complex. Virtual reality o?ers new tools to capture, and to interactively modify the imaginary environment, in ever more intuitive ways, coupled with a maximum sensory feedback. In fact, virtual reality technologies o?er enhanced and exciting production possibilities for the creation and non-linear manipulation in real time, of almost any story form. This has lead to the new concept of Virtual Storytelling.

Virtual Storytelling Using Virtual Reality Technologies for Storytelling

For the third edition of Virtual Storytelling, the Organization Committee chose to extend the conference to 3 days so that more research work and applications could be be presented, to renew the Scientific and Application Board, to open the ...

Author: Gérard Subsol

Publisher: Springer

ISBN: 3540818162

Category: Computers

Page: 292

View: 786

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The 1st International Conference on Virtual Storytelling took place on September 27–28, 2001, in Avignon (France) in the prestigious Popes’ Palace. Despite the tragic events of September 11 that led to some last-minute cancellations, nearly 100 people from 14 different countries attended the 4 invited lectures given by international experts, the 13 scientific talks and the 6 scientific demonstrations. Virtual Storytelling 2003 was held on November 20–21, 2003, in Toulouse (France) in the Modern and Contemporary Art Museum “Les Abattoirs.” One hundred people from 17 different countries attended the conference composed of 3 invited lectures, 16 scientific talks and 11 posters/demonstrations. Since autumn 2003, there has been strong collaboration between the two major virtual/digital storytelling conference series in Europe: Virtual Storytelling and TIDSE (Technologies for Interactive Digital Storytelling and Entertainment). Thus the conference chairs of TIDSE and Virtual Storytelling decided to establish a 2 year turnover for both conferences and to join the respective organizers in the committees. For the third edition of Virtual Storytelling, the Organization Committee chose to extend the conference to 3 days so that more research work and applications could be be presented, to renew the Scientific and Application Board, to open the conference to new research or artistic communities, and to call for the submission of full papers and no longer only abstracts so as to make a higher-level selection.

Virtual Reality with Cinema Technique and Storytelling

"Virtual Reality with Cinema Technique and Storytelling" is the hybrid of 3D virtual technology with the storytelling technique of cinema.

Author: Smrity Fami

Publisher: Grosvenor House Publishing Limited

ISBN: 1839752726

Category: Computers

Page: 294

View: 273

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"Virtual Reality with Cinema Technique and Storytelling" is the hybrid of 3D virtual technology with the storytelling technique of cinema.