Abstract
Cinematic virtual reality is a new and relatively unexplored area in academia. While research in guiding the spectator's attention in this new medium has been conducted for some time, a focus on editing in conjunction with spectator orientation is only currently emerging. In this paper, we consider rhythm as an important element in guiding attention. Starting with the possibility of applying some concepts from rhythm-action games to virtual reality, we discuss specific film editing and rhythmic interaction design techniques that can be used in cinematic virtual reality. We provide a background in rhythm perception, and complement it with applications in traditional editing. Through the notion of multimodal listening we provide guidelines that can be used in rhythmic and sonic interaction design in VR.
Original language | English |
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Title of host publication | IEEE 3rd VR Workshop on Sonic Interactions for Virtual Environments |
Publisher | IEEE |
Publication date | 19 Mar 2017 |
ISBN (Print) | 978-1-5386-0460-1 |
ISBN (Electronic) | 978-1-5386-0459-5 |
DOIs | |
Publication status | Published - 19 Mar 2017 |
Event | IEEE 3rd VR Workshop on Sonic Interactions for Virtual Environments - Los Angeles, United States Duration: 19 Mar 2017 → 19 Mar 2017 http://imi.aau.dk/~sts/SIVE17/ |
Conference
Conference | IEEE 3rd VR Workshop on Sonic Interactions for Virtual Environments |
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Country/Territory | United States |
City | Los Angeles |
Period | 19/03/2017 → 19/03/2017 |
Internet address |