Presented at FITC's Spotlight AR/VR event on Dec 2, 2017
More info at www.fitc.ca
Michelle Cortese
Facebook
Overview
“Film cannot be art, for it does nothing but reproduce reality mechanically.” — Rudolf Arnheim in 1933, opening his book “Film as Art” by quoting criticism from his contemporaries.
By the early-mid 20th century, the artistic merit of film had yet to be fully realized. This mirrors the present state of 360 media and VR filmmaking: we have yet to find artistic equivalents to classical cinematic techniques (framing, montage, transition, zoom, synchresis, etc.) in immersive filmmaking. “Auteurism in 360 Degrees” will unpack methodologies for translating the styles, standards, and practices of 2D filmmaking into 360 media and VR film, all from the perspective of a Facebook Product Designer actively working on 360 media editing and sharing tools.
Objective
To be an inspiration session for creators working in the 360 space or filmmakers looking to take the plunge into immersive media.
Target Audience
Filmmakers looking to understand artistic merit and craft in 360 filmmaking.
Five Things Audience Members Will Learn
Courage in the face of 360/VR filmmaking and content creation.
360’s place in the media expansion continuum (painting > photography > film > 360/VR).
How to be an auteur in 360 degrees.
Methodologies for converting styles, standards, and practices from standard 2D film media into 360 media and VR film.
The debate surrounding 360’s artistic merit and craft echoes critical skepticism faced by the original motion picture.
7. overview
films in which
views of all
360 directions
are recorded
simultaneously
Recorded 360
films do not
allow viewers
to freely
explore a 3D
space.
11. making
360 is captured via multi-lens
camera rig
Or via placing
a digital spherical
capture object
in a 3D rendering
Kip Andersen & Keegan Kuhn
Parallaxed, 2015
Scot Stafford & Kevin Dart
Sonaria, 2017
13. publishing
Interactive Roomscale Narrative VR
optimized for quality
Linear 360 Video, Mono or Stereo
optimized for reach
bespoke one-on-one experience at an installation/event
consume via pc-teathered headset
upload to game app store (oculus experiences store, steam store, etc.)
consume via pc-teathered headset
consume via standalone headset
upload to a distribution platform like facebook or youtube
consume via pc-teathered headset
consume via standalone headset
consume via web/mobile
21. camera By reproducing
space from an
unusual and striking
angle, the artist
forces the spectator
to take a keener
interest.
Rudolf Arnheim
Film as Art, 1933
25. montage as
narrative
montage as surreal mobility
Felix Lajeunesse & Paul Raphaël
Miyubi, 2017
Sergei Eisenstein & Grigori Aleksandrov
October, 1928
26. field of
view
A change
in FOV, was
often used
to denote a
change in
relationship
with subject
matter.
27. the
close-up
Carl Theodor Dreyer
The Passion of Joan
of Arc, 1928
the intimate
context change
General Electric
You Can’t Fight Fire with Fire, 2017
28. sound
A synch point is a salient moment of an
audio-visual sequence during which a
sound event and a visual event meet in
synchrony, resulting independently of
any rational logic.
Michel Chion
Audio-Vision, 1994