Narrative grammar in 360

Laurent Lescop 1
1 CRENAU - Centre de recherche nantais Architectures Urbanités
AAU - Ambiances, Architectures, Urbanités
Abstract : VR has now come from industry to everyday application. Mainstream software and devices allow artists to create contents with a fast learning curve. Since 2014, with the launch of Google Cardboard and 360 cameras at a reasonable price, with the massive success of Unity 3D and Unreal UDK, real-time immersion no longer stands in the hands of experts but spreads to creative enthusiasts which result in a huge production of content. Like at the early age of photography and then cinema, slowly emerge questions about composition, narrative structure and visual grammar. This article is a raw presentation of issues of narrative grammar in 360.
Type de document :
Communication dans un congrès
ISMAR 2017, Oct 2017, Nantes, France. Science & Technology Program Chairs, 2017, 2017 IEEE International Symposium on Mixed and Augmented Reality 〈10.1109/ISMAR-Adjunct.2017.86〉
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Contributeur : Laurent Lescop <>
Soumis le : lundi 8 janvier 2018 - 13:39:16
Dernière modification le : vendredi 14 septembre 2018 - 09:56:10
Document(s) archivé(s) le : lundi 9 avril 2018 - 13:43:26

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Distributed under a Creative Commons Paternité - Pas d'utilisation commerciale - Pas de modification 4.0 International License

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Laurent Lescop. Narrative grammar in 360. ISMAR 2017, Oct 2017, Nantes, France. Science & Technology Program Chairs, 2017, 2017 IEEE International Symposium on Mixed and Augmented Reality 〈10.1109/ISMAR-Adjunct.2017.86〉. 〈hal-01616825〉

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