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Comparing the Long-Take of VR Films and Traditional Films - Focused on a Short VR Film "HELP -

  • Journal of Communication Design
  • Abbr : JCD
  • 2019, 66(), pp.261-272
  • DOI : 10.25111/jcd.2019.66.20
  • Publisher : CDAK Society of Communication Design
  • Research Area : Arts and Kinesiology > Design > Visual Information Design > Information Design
  • Received : December 10, 2018
  • Accepted : January 27, 2019

Hua Lu-hui 1 kim hae yoon 2

1동서대학교 일반대학원 영상디자인전공 박사과정
2동서대학교

Accredited

ABSTRACT

As the VR technology evolves continuously, the experience immersion, which is the greatest advantage of the VR technology, has been widely used in various fields. The utilization of VR technologies is highly expected not only in games but also in movies. However, the methodology for the new technology has not been fully established and there are still several issues including the vertigo of the audience due to the 3-D movements expressed by the VR technology. Due to these technical limitations, VR films are often produced by using a method similar to the traditional long-take. The objectives of this study were to define the long-take used in VR films and that in traditional films and to discuss the difference between these two methods. This study approached these objectives from three basic aspects: production technique, visual focus of screen, and the relationship between audiences and filmmakers. This study also analyzed the difference between the long-take of traditional films with that of VR films by comparing long-take scenes in “Help”, a VR short film, and long-take scenes in traditional films., And sort out the differences. Additionally, the results of this study are expected to be the baseline data for follow-up studies.

Citation status

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