VR Film: Yeni Teknolojilerle Geleneksel Anlatı ve Normların Dönüşümü

VR Film: Transforming Traditional Narratives and Norms Through New Technologies

Since the first film screening in the 19th century, cinema audiences have witnessed successive, moving images on a two-dimensional plane, within a rectangular frame on a screen or display. In the 21st century, the rise of information, computer, and gaming technologies has reshaped the production, distribution, and exhibition of visual arts works, and has also introduced a new storytelling form to cinematic literature: VR Film. Located at the intersection of cinema and new technologies, VR film offers more than just a viewing experience; it provides a real-time spatial experience in a virtual universe using wearable technologies.

 

The book aims to identify the transformation in cinema brought about by new media tools and technologies, and to define the fundamental concepts of VR film, whose technology, terminology, language, boundaries, and future are not yet fully formed. Focusing on films with 360-degree video format and fully interactive VR films, the book explores the question "What is VR film?" from technological, experiential, and narrative perspectives.

 

Keywords: 360-degree video, Documentary cinema, Experimental animation, Experimental cinema, Interactive cinema, Counter cinema, Art cinema, Digital video

 

To purchase:

bookstore,

Pandora,

Hepsiburada,

Amazon,

Ideafix,

D&R,

Bkmkitap,

Kriter Publishing House

PDF

 

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