中文题名: | VR 互动叙事的引导线索设计研究 |
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保密级别: | 公开 |
论文语种: | chi |
学科代码: | 135107 |
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学生类型: | 硕士 |
学位: | 艺术硕士 |
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学位年度: | 2024 |
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研究方向: | 交互叙事 |
第一导师姓名: | |
第一导师单位: | |
提交日期: | 2024-06-15 |
答辩日期: | 2024-05-19 |
外文题名: | Research on the Guiding Cues in Cinematic Virtual Reality |
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外文关键词: | |
中文摘要: |
叙事的发展与媒介的演变紧密相连,虚拟现实技术(VR)的成熟与发展带来了新的媒介形式,但同时传统叙事方式也无法完全挪用到VR叙事中。传统影像叙事与VR 360度全景叙事在观看体验上有着显著的差异,主要区别在于“框架”。传统影像中,导演通过一系列技术手段,如相机运动(推、拉、摇、移、跟)、景别选择、镜头剪辑等方式传达故事,来引导观众的注意力,观众的注意力因此被限定在屏幕固定的“矩形画框”中。这实际上是一种强制性的注意力约束,观众在观影过程中往往只能被动地接受导演的安排。然而,在VR 360度全景叙事中,观众被置于故事发生的环境之中,框架随着观众的头部方向不断变换,观众可以完全自由地在 360 度场景中环顾四周并选择自己的视角,不受作者主观单一叙事线索的约束。因此,如何在虚拟空间中有效地吸引和引导观众的注意力,并将其引向故事的不同发展方向,成为VR叙事设计师面临的一大难题。 为应对这一挑战,本研究引入生态心理学家詹姆斯·吉布森所强调“人-物-环境”相互关系的可供性理论(Affordance),搭建起基于VR叙事影像的引导线索设计方法,并基于此方法出了VR叙事设计中引导线索的设计原则,包括显著性、匹配性、自然性和容错性。显著性强调引导线索应明确且直观,使用户能够迅速理解和识别。匹配性原则在一定程度上保证了VR影像中交互行为的产生。自然性要求引导线索的设计需符合现实世界的自然规律。容错性可以设置多个引导线索指向同一个结果,并且在必要时给予用户一定的提示。基于该设计方法和原则我们进行设计实践,创作和开发了一款名为《盲视/ Blindsight》的VR叙事影像,该作品通过模拟盲人的视角,探讨了失明带来的感官剥夺与失明者的心理变化。经过设计实践过程的反思,我们进一步总结出了VR交互叙事中的线索设计流程,这一流程不仅为我们在未来的VR叙事创作中提供了宝贵的实践经验,也为相关领域的研究者提供了有益的参考。 |
外文摘要: |
The development of narrative is closely intertwined with the evolution of media. The maturation and advancement of Virtual Reality (VR) technology have introduced new forms of media. However, traditional cinematic narrative methods cannot be directly transposed into Cinematic VR. There are significant differences in viewing experience between traditional movies and VR 360-degree panoramic movies, primarily concerning the concept of “frame”. In traditional movies, directors utilize various techniques such as camera movements (push, pull, pan, tilt, follow), scene selection, and editing to guide the audience’s attention within the confines of a fixed “rectangular” screen. This constitutes a form of coercive attention constraint, where viewers passively accept the director’s arrangement throughout the viewing process. Conversely, in VR 360-degree panoramic storytelling, viewers are immersed in the environment where the story unfolds, and the frame changes continuously with the direction of the viewer’s head movements. Viewers have the freedom to explore the surroundings in 360 degrees, choose their perspectives, and even disregard the carefully crafted narrative by the director. Consequently, effectively capturing and directing the audience’s attention within the virtual space and guiding them toward crucial plot points become significant challenges for VR narrative designers. To address this challenge, this study introduces the theory of “Affordance” from ecological psychologist James Gibson, emphasizing the interrelation between “person-object-environment”. A method for guiding clues design based on CVR is constructed, along with principles for guiding clues design in CVR including Salience, Consistency, Naturalness, and Fault Tolerance. Salience emphasizes that guiding cues should be clear and intuitive, enabling users to quickly recognize them. Consistency ensures the interactive behavior in VR environment. Naturalness requires that guiding cues conforms to the real world. Fault Tolerance emphasizes that setting multiple guiding cues to lead to the same result. Based on this method and principles, a CVR named “Blindsight” is created and developed. This work explores sensory deprivation and psychological changes in the visually impaired by simulating their perspective. Reflecting on the design process, a workflow for guiding clue design in CVR is further summarized. This process not only provides valuable practical experience for future CVR creation but also offers beneficial references for researchers in related fields. |
参考文献总数: | 52 |
馆藏地: | 总馆B301 |
馆藏号: | 硕135107/24019Z |
开放日期: | 2025-06-16 |