Experiencing Cinematic VR: Where Theory and Practice Converge in the Tribeca Film Festival Cinema360
Proceedings of the New York State Communication Association
Volume 2020
Article 9
November 2021
Experiencing Cinematic VR: Where Theory and Practice Converge
in the Tribeca Film Festival Cinema360
John V. Pavlik
Rutgers, the State University of New Jersey,
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Recommended Citation
Pavlik, John V. (2021) "Experiencing Cinematic VR: Where Theory and Practice Converge in the Tribeca
Film Festival Cinema360," Proceedings of the New York State Communication Association: Vol. 2020 ,
Article 9.
Available at: https://docs.rwu.edu/nyscaproceedings/vol2020/iss1/9
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Pavlik: Experiencing Cinematic VR
Experiencing Cinematic VR: Where Theory and
Practice Converge in the Tribeca Film Festival
Cinema360
John V. Pavlik, Rutgers, The State University of New Jersey
Conference Paper (Faculty)
Abstract
Cinematic virtual reality (VR) production has reached enough capacity to
support a festival. This paper offers a theoretical framework of VR narrative
structure to critically examine one such festival in cinematic VR. The spotlight
here is on the fifteen entries in the 2020 Tribeca Film Festival Cinema360.
Findings suggest that although the field of cinematic VR has advanced
substantially in recent years in terms of narrative design and user experience,
there is still a considerable distance for VR storytellers to travel to fully utilize
the nature and potential of the developing medium of virtual reality.
Keywords: cinematic virtual reality, immersion, media, storytelling, 360
video
The COVID-19 Context
The widespread stay-at-home orders imposed in response to the COVID-19
pandemic have given people an increased incentive to find novel and
engaging activities in which to participate at home. Among these unusual athome experiences is virtual reality (VR) or other immersive media. Immersive
media content experiences can take a variety of forms, including video
games, art, journalism and immersive cinema. This paper examines the
domain of immersive cinema, or cinematic VR as it is more widely known.
Based on a theoretical framework that outlines the nature of narrative design
in immersive media, we critically examine the fifteen entries in the 2020
Tribeca Film Festival Cinema360 competition.
Literature Review
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Proceedings of the New York State Communication Association, Vol. 2020 [], Art. 9
In 1901, Wizard of Oz author L. Frank Baum imagined electronic glasses that
enabled the wearer to see a virtual “character marker” displayed on a fellow
human being. Since then, musings about augmented reality (AR) and virtual
reality (VR) have moved from the realm of science fiction into the domain of
commercial fact. Computer scientist, mathematician and artist Jaron Lanier
coined the term virtual reality (VR) in 1987, the same year he introduced the
first commercial VR headset (Virtual Reality Society, 2017). In 1990, Boeing
engineer Tom Caudell coined the term augmented reality (AR) as a new
approach to plane design and production (Vaughan, 2019).
Höllerer, Feiner, and Pavlik (1999) soon developed an AR-based form of
storytelling called the Situated Documentary. This form presented non-fiction,
news content of past events (e.g., photos, video) displayed on a see-through
heads-worn display, with digital content overlaid onto the actual physical
location where events had occurred. This ARsystem used geo-location enabled
by a combination of Global Positioning Satellite (GPS) and WiFI. Audio
playback via headphones provided a narration track and other acoustical
elements including audio recordings from past events being re-presented.
Omnidirectional images (360 degree) were displayed on the headworn display
and the user could turn their head in any direction to look about, or could
physically move about in a threedimensional space to move to other locations
and access additional AR content layers.
Still, the public embrace of these emergent digital media forms has been
ambivalent at best. The initial marketplace enthusiasm that in 2013 first
welcomed Google’s AR headset dubbed “Glass” quickly turned into
marketplace resistance and even revulsion due to privacy concerns. Some
even disparaged the wearers as “glassholes” (Honan, 2013). Some three
years later, Facebook’s Oculus Rift and HTC’s Vive VR HMDs entered the
global marketplace with some initial fanfare, as many thought VR had finally
come of age (Gownder, Voce, Mai, and Lynch, 2016; Lang, 2019). But that
promise waned amidst the high initial cost and technical complexity of the
platforms, and especially the growing public realization that there was little
quality content available, and most of that was limited to the domain of
games.
The past three decades have seen relatively slow growth in the public market
for AR and VR. “AR and VR have been afflicted by the small size of their
respective markets for a long time now. Last year (2019), the global
shipments of VR headsets totaled 5.7 million, which compares pretty poorly to
the over 1.3 billion smartphones shipped in the same amount of time”
(Leprince-Ringuet, 2020).
Immersive media in the form of augmented reality (AR) and virtual reality
(VR) may be poised for significant growth in public adoption and usage,
however. Smartphones are an increasingly effective platform for AR, and
there are more than 3.8 billion of those in operation worldwide (Statista,
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Pavlik: Experiencing Cinematic VR
2020). A wide variety of organizations have been creating AR experiences
designed for smartphones. Among these are news organizations such as The
New York Times, which since the 2018 winter Olympics in Seoul, South Korea,
has been creating a growing number of news stories utilizing AR for the
iPhone, with others creating AR experiences for Android OS smartphones.
Likewise, there are increasing examples of media and other enterprises
creating immersive content experiences designed for wearable platforms,
such as the Oculus and the HTC Vive head-mounted displays (HMDs). From
the BBC to USAToday, a growing number of news media organizations around
the world are producing immersive news content. The Sundance Film Festival
gave its top award to the immersive journalism production “Hunger in Los
Angeles” (Gilmour, 2012; De la Peña, 2017; De la Peña, et al., 2010).
Complementary to the immersive news arena, at least a half dozen
production studios have produced cinematic VR. Cinematic VR provides sight
and sound narratives analogous to traditional cinema, but designed as
enveloping experiences meant for HMDs (i.e (...truncated)