Using case study analysis to develop heuristics to guide new filmmaking techniques in embodied virtual reality films
Bibliographic Data
| ID | 21192028 |
|---|---|
| Authors | Rudy Carpio (0000-0002-1594-3779, Bond University, corresponding author), James Birt (0000-0002-0422-4867, Bond University), Oliver Baumann (0000-0002-0797-9464, Bond University) |
| Year | 2025 |
| Volume | 18 |
| Issue | 1 |
| Pages | 3-24 |
| Publication date | 2025-01-02 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Creative Industries Journal (JOURNAL) |
| Journal identifiers | ISSN: 1751-0694 • E-ISSN: 1751-0708 |
| Publisher | Informa UK Limited (PUBLISHER • GB) |
| DOI | 10.1080/17510694.2023.2171336 |
| OpenAlex | W4318311860 |
| Language | EN |
| Citations received | 5 |
| References cited | 72 |
Filmmakers now have access to new cinematic pipelines that combine Virtual Reality (VR), allowing them to develop new immersive media for narrative and audience interaction. Traditional filmmaking approaches are limited when it comes to investigating the embodiment of VR and the underlying interaction between the user and the story in Embodied Virtual Reality (EVR) films. This study analyses four award-winning EVR films (Bonfire, The Line, The Key, and Wolves in the Walls) as case studies and proposes a set of heuristics to guide the production of new EVR films. The findings will be especially useful for independent filmmakers transitioning into EVR production, as well as the larger VR cinema community, in comprehending emergent VR storytelling
Art · Embodied cognition · Filmmaking · Heuristics · Human–computer interaction · Movie theater · Multimedia · Narrative · Storytelling · Virtual reality · Visual arts · Computer Science · Digital Games and Media · Media Influence and Health · Virtual Reality Applications and Impacts · Artificial Intelligence
Where the Action Is
The mechanism of self-recognition in humans
User acceptance of information technology
EGameFlow
Development of a Tool for Measuring and Analyzing Computer User Satisfaction
GameFlow
Philosophical conceptions of the self
Rubber hands ‘feel’ touch that eyes see
First Person Experience of Body Transfer in Virtual Reality
A Framework for Immersive Virtual Environments (Five)
Embodiment in Attitudes, Social Perception, and Emotion
The Sense of Embodiment in Virtual Reality
Information Systems Success
Embodied cognition
Full-body illusions and minimal phenomenal selfhood
Embodiment in Social Psychology
Why People Continue to Play Online Games
Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology
Technological affordances versus narrative delivery
Having a body versus moving your body
The role of the Embodiment Director in virtual reality film production
The benefits of content analysis for filmmakers
Directing for Cinematic Virtual Reality
Exploring immersive experience in journalism
Flow and Media Enjoyment
The development of the Game Engagement Questionnaire
Grounded Cognition
Practice without theory
| Unique citing works | 5 |
|---|---|
| Citations per year | 2,5 |
| Citation span | 2024 - 2026 (3) |
| Citation velocity | current |
| Highly cited | No |
| Citation types | Neutral: 5 |