Can You Cut It? An Exploration of Editing in Cinematic Virtual Reality

Tina Kjær, Christoffer Bredo Lillelund, Mie Moth-Poulsen, Niels Chr. Nilsson, Rolf Nordahl, Stefania Serafin

Research output: Contribution to book/anthology/report/conference proceedingArticle in proceedingResearchpeer-review

7 Citations (Scopus)

Abstract

The advent of affordable virtual reality (VR) displays and 360◦ video cameras has sparked an interest in bringing cinematic experiences from the screen and into VR. However, it remains uncertain whether traditional approaches to filmmaking can be directly applied to cinematic VR. Historically editing has provided filmmakers with a powerful tool for shaping stories and guiding the attention of audiences. However, will an immersed viewer, experiencing the story from inside the fictional world, find cuts disorienting? This paper details two studies exploring how cut frequency influences viewers’ sense of disorientation and their ability to follow the story, during exposure to fictional 360◦ films experienced using a head-mounted display. The results revealed no effects of increased cut frequency which leads us to conclude that editing need not pose a problem in relation to cinematic VR, as long as the participants’ attention is appropriately guided at the point of the cut.
Original languageEnglish
Title of host publication23rd ACM Symposium on Virtual Reality Software and Technology (VRST)
PublisherAssociation for Computing Machinery
Publication date2017
Article number4
ISBN (Print)978-1-4503-5548-3
DOIs
Publication statusPublished - 2017
Event23rd ACM Symposium on Virtual Reality Software & Technology - Gothenburg, Sweden
Duration: 8 Nov 201710 Nov 2017
Conference number: 23
https://vrst.acm.org/vrst2017/
https://vrst.acm.org/vrst2017/index.html

Conference

Conference23rd ACM Symposium on Virtual Reality Software & Technology
Number23
CountrySweden
CityGothenburg
Period08/11/201710/11/2017
Internet address

Fingerprint

virtual reality
disorientation
video
ability
experience

Cite this

Kjær, T., Lillelund, C. B., Moth-Poulsen, M., Nilsson, N. C., Nordahl, R., & Serafin, S. (2017). Can You Cut It? An Exploration of Editing in Cinematic Virtual Reality. In 23rd ACM Symposium on Virtual Reality Software and Technology (VRST) [4] Association for Computing Machinery. https://doi.org/10.1145/3139131.3139166
Kjær, Tina ; Lillelund, Christoffer Bredo ; Moth-Poulsen, Mie ; Nilsson, Niels Chr. ; Nordahl, Rolf ; Serafin, Stefania. / Can You Cut It? An Exploration of Editing in Cinematic Virtual Reality. 23rd ACM Symposium on Virtual Reality Software and Technology (VRST). Association for Computing Machinery, 2017.
@inproceedings{17c5f24b0492412c9e8d2da63eccc70b,
title = "Can You Cut It?: An Exploration of Editing in Cinematic Virtual Reality",
abstract = "The advent of affordable virtual reality (VR) displays and 360◦ video cameras has sparked an interest in bringing cinematic experiences from the screen and into VR. However, it remains uncertain whether traditional approaches to filmmaking can be directly applied to cinematic VR. Historically editing has provided filmmakers with a powerful tool for shaping stories and guiding the attention of audiences. However, will an immersed viewer, experiencing the story from inside the fictional world, find cuts disorienting? This paper details two studies exploring how cut frequency influences viewers’ sense of disorientation and their ability to follow the story, during exposure to fictional 360◦ films experienced using a head-mounted display. The results revealed no effects of increased cut frequency which leads us to conclude that editing need not pose a problem in relation to cinematic VR, as long as the participants’ attention is appropriately guided at the point of the cut.",
author = "Tina Kj{\ae}r and Lillelund, {Christoffer Bredo} and Mie Moth-Poulsen and Nilsson, {Niels Chr.} and Rolf Nordahl and Stefania Serafin",
year = "2017",
doi = "10.1145/3139131.3139166",
language = "English",
isbn = "978-1-4503-5548-3",
booktitle = "23rd ACM Symposium on Virtual Reality Software and Technology (VRST)",
publisher = "Association for Computing Machinery",
address = "United States",

}

Kjær, T, Lillelund, CB, Moth-Poulsen, M, Nilsson, NC, Nordahl, R & Serafin, S 2017, Can You Cut It? An Exploration of Editing in Cinematic Virtual Reality. in 23rd ACM Symposium on Virtual Reality Software and Technology (VRST)., 4, Association for Computing Machinery, 23rd ACM Symposium on Virtual Reality Software & Technology, Gothenburg, Sweden, 08/11/2017. https://doi.org/10.1145/3139131.3139166

Can You Cut It? An Exploration of Editing in Cinematic Virtual Reality. / Kjær, Tina; Lillelund, Christoffer Bredo; Moth-Poulsen, Mie; Nilsson, Niels Chr.; Nordahl, Rolf; Serafin, Stefania.

23rd ACM Symposium on Virtual Reality Software and Technology (VRST). Association for Computing Machinery, 2017. 4.

Research output: Contribution to book/anthology/report/conference proceedingArticle in proceedingResearchpeer-review

TY - GEN

T1 - Can You Cut It?

T2 - An Exploration of Editing in Cinematic Virtual Reality

AU - Kjær, Tina

AU - Lillelund, Christoffer Bredo

AU - Moth-Poulsen, Mie

AU - Nilsson, Niels Chr.

AU - Nordahl, Rolf

AU - Serafin, Stefania

PY - 2017

Y1 - 2017

N2 - The advent of affordable virtual reality (VR) displays and 360◦ video cameras has sparked an interest in bringing cinematic experiences from the screen and into VR. However, it remains uncertain whether traditional approaches to filmmaking can be directly applied to cinematic VR. Historically editing has provided filmmakers with a powerful tool for shaping stories and guiding the attention of audiences. However, will an immersed viewer, experiencing the story from inside the fictional world, find cuts disorienting? This paper details two studies exploring how cut frequency influences viewers’ sense of disorientation and their ability to follow the story, during exposure to fictional 360◦ films experienced using a head-mounted display. The results revealed no effects of increased cut frequency which leads us to conclude that editing need not pose a problem in relation to cinematic VR, as long as the participants’ attention is appropriately guided at the point of the cut.

AB - The advent of affordable virtual reality (VR) displays and 360◦ video cameras has sparked an interest in bringing cinematic experiences from the screen and into VR. However, it remains uncertain whether traditional approaches to filmmaking can be directly applied to cinematic VR. Historically editing has provided filmmakers with a powerful tool for shaping stories and guiding the attention of audiences. However, will an immersed viewer, experiencing the story from inside the fictional world, find cuts disorienting? This paper details two studies exploring how cut frequency influences viewers’ sense of disorientation and their ability to follow the story, during exposure to fictional 360◦ films experienced using a head-mounted display. The results revealed no effects of increased cut frequency which leads us to conclude that editing need not pose a problem in relation to cinematic VR, as long as the participants’ attention is appropriately guided at the point of the cut.

U2 - 10.1145/3139131.3139166

DO - 10.1145/3139131.3139166

M3 - Article in proceeding

SN - 978-1-4503-5548-3

BT - 23rd ACM Symposium on Virtual Reality Software and Technology (VRST)

PB - Association for Computing Machinery

ER -

Kjær T, Lillelund CB, Moth-Poulsen M, Nilsson NC, Nordahl R, Serafin S. Can You Cut It? An Exploration of Editing in Cinematic Virtual Reality. In 23rd ACM Symposium on Virtual Reality Software and Technology (VRST). Association for Computing Machinery. 2017. 4 https://doi.org/10.1145/3139131.3139166