Para onde olhar? Manter a presença enquanto se direciona a atenção em histórias de realidade virtual.
Resumo
O ser humano tem estado fascinado com a noção de se submergir em outros espaços desde a antiguidade ou mesmo antes. À medida que o panorama mediático contemporâneo procura empregar práticas imersivas mais recentes, particularmente no actual ambiente Metaverso, o storytelling em meios imersivos como a realidade virtual (RV) ainda está em desenvolvimento e a ser descrito. A noção de escala e a (recém-descoberta) acção pessoal directa de espectadores proporcionada pela RV tem desafiado os cineastas da RV, particularmente ao direccionar a atenção para as técnicas narrativas e ao lidar com a interacção dos utilizadores. A indústria dos videojogos, enquanto plataforma que é construída com a imersão como núcleo da experiência, lidera este desenvolvimento. O advento dos videojogos de realidade virtual (RV) está a desenvolver uma amálgama de estratégias imersivas para induzir a sensação de presença em mundos virtuais. Neste artigo, analiso as abordagens actuais e os desafios enfrentados quando se direcciona a atenção em filmes e storytelling em RV. Em seguida, considero os passos dados nos videojogos RV, nomeadamente no Half-Life: Alyx (2020), para propor que técnicas de realização e estratégias imersivas utilizadas em videojogos RV podem ser utilizadas para desenvolver novas estratégias em filmes de RV e de storytelling.
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Filmography
Clouds Over Sidra [VR short film] Dir. Gabo Arora and Chris, Milk. Within, USA, 2015. 8mins.
Dear Angelica [VR short film] Dir. Saschka Unseld. Oculus Story Studios, USA, 2017. 14mins.
Henry [VR short film] Dir. Ramiro Lopez Dau. Oculus Story Studios, USA, 2015. 12mins.
Wolves in the Walls [VR short film] Dir. Pete Billington. Fable Studio, USA, 2018. 40mins.
Ludography
Half-Life [Video game, PC]. Valve Corporation. USA. 1998
Half-Life 2 [Video game, PC]. Valve Corporation. USA. 2004
Half-Life: Alyx [Video game, PC VR]. Valve Corporation. USA. 2020