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VR과 영화 스토리텔링의 변화 - 영화 구성단위, 몽타주, 공간성, 미장센, 시점을 중심으로 -

VR & Changes in Cinematic Storytelling - Focusing on film composition unit, montage, space, mise-en-scène and perspective -

  • 투고 : 2018.07.09
  • 심사 : 2018.07.18
  • 발행 : 2018.08.31

초록

In the context of the 4th Industrial Revolution, IoT, Big Data, and VR are rapidly emerging as core sectors of future industries. In particular, the VR has been under the limelight as a new media content appealing to new generation. And the VR user is not merely a 'spectator', but the 'actor'. In other words, the newness of VR is not in the 'more likely representation of the virtual reality', but in the 'making it act more virtual (more technically, 'interactive')' in the virtual world. In this paper, we examine the VR cinema in terms of film composition unit, montage, cinematic space, mise-en-$sc{\grave{e}}ne$ and perspective. The VR cinema, which is in the early stage of evolution, is basically based on $360^{\circ}$ image that strengthens the autonomy of the audience's point of view, but other factors like haptic or sonic immersion are becoming increasingly important. In addition, the VR cinema will be combined with AR, MR, SR, and Interactive technologies, and will expand its horizon as it is produced in various forms. Therefore, it is expected that more detailed viewpoint will be applied in the subsequent study on VR cinema.

키워드

참고문헌

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피인용 문헌

  1. VR 영화의 시점과 프레임-VR단편영화<동두천>을 중심으로 vol.20, pp.4, 2018, https://doi.org/10.5392/jkca.2020.20.04.518