Sylvia Rothe. Timeline vs Spaceline
Already the Russian film director Sergei Eisenstein had the desire for non-linear movies and books, in which the story can go on in all directions. Presenting omnidirectional movies (360°movies) via a head- mounted display (HMD) we are one step closer to this dream of spherical dramaturgies. The additional space component facilitates interactivity in a natural way. Comparing the historical development of traditional movies with today’s developments of Cinematic VR, many parallels can be found. In the first years, the attraction of the moving pictures was enough to fascinate the audience. Over the years, an own narrative art has developed, which is also subject of scientific investigations. However, the narrative methods of traditional film production cannot simply be transferred to omnidirectional movies. The transition of some activities from the filmmaker to the viewer and new interaction possibilities requires and enables new approaches. In Cinematic Virtual reality, viewers watch omnidirectional movies via head-mounted displays and are placed inside the scene. In this way, the viewer participates in an immersive film experience. However, due to the free choice of field-of-view, it is possible to miss details which are important for the story. On the other hand, the additional space component gives the filmmakers new opportunities to construct non-linear interactive stories. To support filmmakers and viewers, we introduced the concept of a ‘space-line’ (named in analogy to the traditional ‘timeline’) which connects movie sequences via interactive regions. We will present this concept in our presentation.
Faculty of Mathematics, Informatics and Statistics, University of Munich.
Documentary filmmaker from Munich. She studied mathematics in Berlin. She took part in numerous seminars and workshops for documentary filmmakers. Since 2004 she has been working on various film projects that have been screened at international film festivals. Her work focuses on socially engaged topics.
Her main research interests are: Cinematic Virtual Reality / 360º Movies; Impact of Camera Positions in Cinematic VR; Guiding Attention in Cinematic VR; Interactivity in Cinematic VR; Cinematic VR as a Social Experience; Accessibility in Cinematic VR.