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dc.contributor.author Baxter, Kieran
dc.date.accessioned 2023-10-17T13:57:11Z
dc.date.available 2024-05-17T12:42:45Z
dc.date.issued 2024-05-17
dc.identifier.uri http://hdl.handle.net/10900/153529
dc.identifier.uri http://dx.doi.org/10.15496/publikation-94868
dc.description korrigierte Version
dc.description.abstract In light of immersive 360-degree and 3D capture technologies, which give the end-user retrospective control of the angle of viewing, the visual language of traditional filmmaking might appear fundamentally disrupted. This paper expands upon the relationship between film and virtual reality (VR) in the context of heritage interpretation. It explores the continuity between the two media, but also the disparate conventions and traditions that they draw upon. If we acknowledge that no medium is transparent then we must also consider how the practitioner’s tools and decision-making affect media content and its meaning. While in VR these decisions are more likely to define the ways in which the audience can interact with content, in film the composition of the frame plays a significant role in channeling the audience’s attention in a predetermined way. The frame is an integral component of photography and filmmaking. The continued relevance of such filmic conventions in a time of technological upheaval is a key question here. It is suggested that both filmmaking and VR will continue to offer unique and powerful tools for documentary storytelling in heritage interpretation, and that understanding the strengths of each will be important if we are to develop a well-considered visual toolkit that goes beyond the technological hype. As such, we test new norms of immersion and interaction afforded by recent developments in head-mounted display technology that might appear to be - and have certainly been promised to be - a paradigm shifting development in new media. en
dc.language.iso en de_DE
dc.publisher Tübingen University Press
dc.rights cc-by-nc-nd
dc.rights.uri https://creativecommons.org/licenses/by-nc-nd/4.0/legalcode.en
dc.subject.classification Archäologie , Bronzezeit , Kykladen , Visualisierung de_DE
dc.subject.ddc 930 de_DE
dc.type ConferencePaper de_DE
utue.publikation.fachbereich Archäologie de_DE
dc.title.en VR and the death of the frame? Filmmaking in an age of immersive technology
utue.opus.portal caa2018 de_DE
utue.publikation.source Human History and Digital Future : Proceedings of the 46th Annual Conference on Computer Applications and Quantitative Methods in Archaeology de_DE
utue.publikation.freideutsch Web-Visualisierung de_DE
utue.publikation.freideutsch digitale Archäologie de_DE
utue.publikation.freideutsch Laserscanning de_DE
utue.publikation.freideutsch Photogrammetrie de_DE
utue.publikation.freideutsch Frühbronzezeit de_DE
utue.publikation.freienglisch Web visualization de_DE
utue.publikation.freienglisch digital archaeology de_DE
utue.publikation.freienglisch Laser Scanning de_DE
utue.publikation.freienglisch Photogrammetry de_DE
utue.publikation.freienglisch Early Bronze Age de_DE
utue.publikation.freienglisch Cyclades de_DE

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cc-by-nc-nd Except where otherwise noted, this item's license is described as cc-by-nc-nd