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Cinema around "Virtual Reality" techniques  

Coppola, Antoine (CNRS-EHESS)
Publication Information
Trans- / v.10, no., 2021 , pp. 1-13 More about this Journal
Abstract
If virtual reality is well known through the medias, it seems that a few visual concepts are clearly related to VR. We try to think about it and introduce to a philosophy of VR techniques. So, from techniques and media techno-powers promotional campaigns, we aim to areal technology, it means an objective reflection on the VR techniques. To do so, we study the representations of VR in films. And we conclude that a negative image is the most common representation, related, often, to an Orwellian vision of the future world. In the second part, we study some VR films, and especially some made by famous film directors (Iñárritu, Bigelow). 'Head-turn' and 'Walk-around' films are commented to check their limits. Finally, we consider that for the moment, VR remains only a new space to screen films (into VR platforms connected to the Internet).
Keywords
digital cinema; VR; head-turn; walk-around; simulacra; story living; personalized films; flat-screen; mimesis;
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