Augmented Reality Cinema. Reformulation of the Cinematographic Apparatus
A Jester's Tale Case Study
Abstract The emergence of immersive technologies and the recording of volumetric images are giving rise to innovative augmented reality (AR) audiovisual fiction productions. In response to this reformulation of the audiovisual narrative device, we sought to explore key questions about the cinematographic apparatus in greater depth. From a qualitative perspective, a first phase of literature review was followed by a case study of the volumetric augmented reality film A Jester's Tale (Malik, 2019), structured in two blocks. The first of semi-structured interviews with the author and the second of analysis of the work under study through a proprietary model. The reconfiguration of the cinematic apparatus in the context of AR is demonstrated, breaking it down into five layers. Moreover, the difference in its production and consumption with respect to conventional cinema procedures, where the interactivity layer is particularly relevant, is notorious. A strategy of fracturing the focalisation of the narrative is also observed, which generates two types of spectator, the one who is questioned and interacts and the invisible spectator. Finally, narrative is identified as a primary technology in internal tension with the technological drifts of the audiovisual device.
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Cho, Jaehee, Lee, T.H., Ogden, J., Stewart, A., Tsai, T.Y., Chen, J. y Vituccio, R. (2016). Imago: presence and emotion in virtual reality. En ACM SIGGRAPH 2016 VR Village (SIGGRAPH '16). Association for Computing Machinery, Artículo 6, 1-2. https://doi.org/10.1145/2929490.2931000
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Ma, J. Y., y Choi, J. S. (2007). The Virtuality and Reality of Augmented Reality. Journal of multimedia, 2(1), 32-37.
MacIntyre, B., Bolter, J. D., Moreno, E., y Hannigan, B. (2001, October). Augmented reality as a new media experience. Proceedings IEEE and ACM International Symposium on Augmented Reality, 197-206. https://doi.org/10.1109/ISAR.2001.970538
Manovich, L. (2005). El lenguaje de los nuevos medios de comunicación. Paidós.
Mateer, J. (2017). Directing for Cinematic Virtual Reality: how the traditional film director’s craft applies to immersive environments and notions of presence. Journal of Media Practice, nº 18(1), 14-25.
Slater, M. & Wilbur, S. (1997). A framework for immersive virtual environments (FIVE): Speculations on the role of presence in virtual environments. Presence: Teleoperators & Virtual Environments, nº 6(6), 603-616.
Syrett H., Calvi L., y Van Gisbergen, M. (2017). The oculus rift film experience: a case study on understanding films in a head mounted display. En: Poppe R., Meyer JJ., Veltkamp R., Dastani M. (Eds.), International Conference on Intelligent Technologies for Interactive Entertainment. INTETAIN 2016. Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, vol 178 (pp. 197-208). Springer, Cham. https://doi.org/10.1007/978-3-319-49616-0_19
Villegas, Á. (2015). De la crisis del aura a la liberación del aparato cinematográfico: Walter Benjamin y Dziga Vertov. Aisthesis, (57), 179-202. https://doi.org/10.4067/s0718-71812015000100010
Bates, J. (1992). Virtual reality, art, and entertainment. Presence: Teleoperators & Virtual Environments, nº 1(1), 133-138.
Brea, J. L. (2010). Las tres eras de la imagen: imagen-materia, film, e-image (Vol. 6). Ediciones Akal.
Bucher, J. (2017). Storytelling for virtual reality: methods and principles for crafting immersive narratives. Routledge.
Cho, Jaehee, Lee, T.H., Ogden, J., Stewart, A., Tsai, T.Y., Chen, J. y Vituccio, R. (2016). Imago: presence and emotion in virtual reality. En ACM SIGGRAPH 2016 VR Village (SIGGRAPH '16). Association for Computing Machinery, Artículo 6, 1-2. https://doi.org/10.1145/2929490.2931000
Comolli, J.L. (2009). Cine contra espectáculo. Técnica e ideología. Manantial.
Gaudreault, A. y Jost, F. (1995). El relato cinematográfico. Paidós.
González Requena, J. G. R. (2014). El ser de las imágenes. De la Teoría al Análisis de la Imagen. Recuperado de http://gonzalezrequena.com/textos-en-linea-0-2/libros-en-linea/el-ser-de-las-imagenes/
Heath, S. (1981) Questions of cinema. Bloomington. Indiana University Press.
Heeter, C. (1992). Being there: The subjective experience of presence. Presence: Teleoperators & Virtual Environments, 1(2), 262-271. https://doi.org/10.1162/pres.1992.1.2.262
Kelly, K. (mayo de 2016). The Untold Story of Magic Leap, the World’s Most Secretive Startup. Recuperado de https://www.wired.com/2016/04/magic-leap-vr/
Ma, J. Y., y Choi, J. S. (2007). The Virtuality and Reality of Augmented Reality. Journal of multimedia, 2(1), 32-37.
MacIntyre, B., Bolter, J. D., Moreno, E., y Hannigan, B. (2001, October). Augmented reality as a new media experience. Proceedings IEEE and ACM International Symposium on Augmented Reality, 197-206. https://doi.org/10.1109/ISAR.2001.970538
Manovich, L. (2005). El lenguaje de los nuevos medios de comunicación. Paidós.
Mateer, J. (2017). Directing for Cinematic Virtual Reality: how the traditional film director’s craft applies to immersive environments and notions of presence. Journal of Media Practice, nº 18(1), 14-25.
Slater, M. & Wilbur, S. (1997). A framework for immersive virtual environments (FIVE): Speculations on the role of presence in virtual environments. Presence: Teleoperators & Virtual Environments, nº 6(6), 603-616.
Syrett H., Calvi L., y Van Gisbergen, M. (2017). The oculus rift film experience: a case study on understanding films in a head mounted display. En: Poppe R., Meyer JJ., Veltkamp R., Dastani M. (Eds.), International Conference on Intelligent Technologies for Interactive Entertainment. INTETAIN 2016. Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, vol 178 (pp. 197-208). Springer, Cham. https://doi.org/10.1007/978-3-319-49616-0_19
Villegas, Á. (2015). De la crisis del aura a la liberación del aparato cinematográfico: Walter Benjamin y Dziga Vertov. Aisthesis, (57), 179-202. https://doi.org/10.4067/s0718-71812015000100010
Martínez-Cano, F.-J., López-Agulló Pérez-Caballero, J.-M. ., & Hernández-Martínez, E. (2022). Augmented Reality Cinema. Reformulation of the Cinematographic Apparatus: A Jester’s Tale Case Study. Fonseca, Journal of Communication, (24), 109–125. https://doi.org/10.14201/fjc.28303
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