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研究生: 林謙耘
Lin, Chien-Yun
論文名稱: 探討虛擬實境敘事中的規範以及方法
Investigating methods and principals for VR storytelling
指導教授: 余能豪
Yu, Neng-Hao
陳宜秀
Chen, Yihsiu
口試委員: 許峻誠
Hsu, Chun-Cheng
學位類別: 碩士
Master
系所名稱: 傳播學院 - 數位內容碩士學位學程
Digital Content and Technologies
論文出版年: 2019
畢業學年度: 108
語文別: 英文
論文頁數: 75
中文關鍵詞: 虛擬實境敘事原則故事架構影片分析
外文關鍵詞: Virtual reality, Principles of storytelling, A structure of a story, Analysis of video contents
DOI URL: http://doi.org/10.6814/NCCU201901197
相關次數: 點閱:478下載:105
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  • 虛擬實境作為一個新媒體,尚未有特定的方式來定義該如何呈現故事。為了探究該如何在虛擬實境中敘事,本研究依據現有的虛擬實境影片,歸納出觀者角色、提升故事體驗的互動、region-of-interest (ROI) 設定以及注意力引導這四個大方向分析現有影片,並整理出虛擬實境中的敘事原則。在虛擬實境當中,觀者可以從角色或是旁觀者的視點觀賞故事,不同的視點會產生不同的情緒反應。互動除了可以連結觀者以及故事世界,也提升了觀者在該世界中的存在感。而不同的ROI 設定則會導致觀者不同的觀看行為,例如:將ROI 放在觀者眼前能幫助他們持續專注於故事上,反之亦然。注意力引導在虛擬實境中是不可或缺的,好的引導能提升整體的觀看體驗,也能防止觀者錯過重要的故事點。接著,我們根據這些原則,設計出一個製作VR 影片的敘事架構,其中包含三個步驟:視角設定、事件設定以及轉場設定。我們期望這個架構能協助VR導演帶領觀者進入敘事情境,並達成其敘事目的。


    Virtual reality is a new narrative medium, yet there are still no specific principles by which a story can be better presented. To investigate methods and principles of storytelling in virtual reality, this thesis proposes four dimensions derived from analysis of existing papers and VR works. They are the sense of agency, interactivity, setting of region-of-interest (ROI) and attention guidance. In VR, the spectators can play the role of a main character or a bystander, and their perspectives can change how they experience emotions. Interactivity is a way to create connections between the spectators and the story, enhancing the sense of presence. The arrangement of ROIs determines the spectators’ watching behaviors. A well-designed attention guidance prevents the spectators from missing important events. According to these principles, we propose a framework of producing story content in VR that includes three phases: perspectives setting, events setting and transition setting. It is the objective of this thesis that this framework can assist the directors of VR content to further engage the spectators with the story.

    中文摘要 3
    Abstract 4
    Table of Contents 5
    List of Tables 7
    List of Figures 8
    Chapter 1 Introduction 14
    Chapter 2 Related Work 16
    2.1 Forms of narrative in VR and other media 16
    2.2 The sense of agency in VR 17
    2.2.1 Viewer as a character 17
    2.2.2 Viewer as a bystander 19
    2.3 Interactivity 20
    2.3.1 Exploring the virtual world 21
    2.3.2 Interacting with characters 22
    2.3.3 Manipulating objects 24
    2.4 Setting of the ROIs 25
    2.4.1 Amounts of ROI 25
    2.4.2 Position of ROI 26
    2.4.3 Passive movement of the viewer 30
    2.5 Attention guidance 32
    2.5.1 Visual selective attention 32
    2.5.2 Guidance by natural visual cues 33
    2.5.3 Guidance by artificial visual cues 35
    2.5.4 Guidance by audio cues 36
    2.5.5 Guidance by reorienting ROIs 37
    2.6 Summary 38
    Chapter 3 A framework of making stories in VR 41
    3.1 Step 1: Decide the viewer’s perspective 41
    3.2 Step 2: Create events 42
    3.2.1 Opening 42
    3.2.2 Performance of characters 44
    3.2.3 Conversation between characters 45
    3.2.4 Interacting with characters 46
    3.2.5 Manipulating objects 47
    3.3 Step 3: Make transitions between events 49
    3.4 Review “Crow: The Legend” 52
    3.5 Summary 64
    Chapter 4 Discussion 66
    4.1 The fundamental questions in Virtual Reality 66
    4.2 Applicable techniques from other media 67
    4.3 Differences between game interactivity and narrative interactivity 67
    Chapter 5 Conclusion 69
    Reference 71
    Videos references 74

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