A question of proximity
Exploring a New Screen Grammar for 360-Degree Cinematic Virtual Reality
Bibliographic Data
| ID | 5840130 |
|---|---|
| Authors | Kath Dooley (0000-0002-5235-7250, Curtin University, corresponding author) |
| Year | 2019 |
| Volume | 21 |
| Issue | 2 |
| Pages | 81-96 |
| Publication date | 2019-07-12 |
| Peer Reviewed | Yes |
| Open Access | No |
| Type | ARTICLE |
| Venue | Media Practice and Education (JOURNAL) |
| Journal identifiers | ISSN: 2574-1136 • E-ISSN: 2574-1144 |
| Publisher | Taylor & Francis (PUBLISHER • GB) |
| DOI | 10.1080/25741136.2019.1641005 |
| OpenAlex | W2959317554 |
| Language | EN |
| Citations received | 8 |
| References cited | 31 |
Since around 2015, the 360-degree cinematic virtual reality (CVR) form has grown in popularity. Unlike traditional screen media, the narrative experience offered in the CVR format is not confined within a rectangular screen. As such there are no 'close ups' or 'long shots' in the sense of traditional filmmaking, and established notions of screen grammar are challenged. This article proposes that the study of Proxemics, as undertaken by Hall [1963. "A System for Notation of Proxemic Behavior." American Anthropologist 65: 1003-1026; 1966. The Hidden Dimension. Vol. 609. Garden City, NY: Doubleday; 1973. Handbook for Proxemic Research. Washington, DC: Society for the Q2 Anthropology of Visual Communication], stands as one tool to reconsider screen grammar in this new context. By exploring Hall's notions of intimate, personal, social and public distance, the author argues that the theory of Proxemics productively sheds light on viewer/character and character/character interactions within CVR environments. Moreover, Hall's theory provides a system through which to map character position and to consider the viewer's emotional response. To illustrate the usefulness of the theory, the author analyses the recent CVR work Dinner Party (dir. Angel Manuel Soto 2017), noting the impact of spatial relationships on viewer engagement
Filmmaking · Popularity · Proxemics · Cinema and Media Studies · Digital Games and Media · Virtual Reality Applications and Impacts
“Layered Visuals
Immersive media practices in the classroom
Synthetic Vision in Virtual Reality Documentaries
Immersive movies
Walking With 360° Video Immersive Empathetic Ethnographic Encounters With Syrians
Immersive cinematics
Virtual reality and celebrity humanitarianism
A Framework for Qualitative Analysis of Non-fiction Virtual Reality Storyworlds
Personal space
Storytelling with virtual reality in 360-degrees
Interpersonal distance and impression formation
Eye-Contact, Distance and Affiliation
Compensatory Reactions to Spatial Intrusion
Too close for comfort
Effects of a violation of personal space on escape and helping responses
Affective and cognitive mediators of reactions to spatial invasions
Affective concomitants of the invasion of shared space
Handbook for Proxemic Research
The Hidden Dimension
Invasions of Personal Space
A System for the Notation of Proxemic Behavior1
A Communication Model of Personal Space Violations
| Unique citing works | 8 |
|---|---|
| Citations per year | 1,33 |
| Citation span | 2020 - 2026 (7) |
| Citation velocity | current |
| Highly cited | No |
| Citation types | Neutral: 7 |