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Cinema around "Virtual Reality" techniques

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초록

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).

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).

참고문헌 (8)

  1. Abraham Moles, "L’image et le texte", ~ (1978)
  2. Bruno Arnaldi, "Réalité virtuelle et réalité augmentée : Mythes et réalités", ~ (2018)
  3. Charles Aussedat, "Simulation en réalité virtuelle : vers un nouveau paradigme", ~ (2019)
  4. Guy Debord, "Commentaires sur la Société du Spectacle", ~ (1988)
  5. Jean Baudrillard, "Simulacres et simulation", ~ (1981)
  6. Marcel Li Antunez, "Les écrans sur la scène", ~ (1998)
  7. Morton Heilig, "Cinema of the Future, 1955", ~ (1994)
  8. Thomas Michaud, "La réalité virtuelle : de la science fiction à l’innovation", ~ (2018)

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