I must thank Objectifs and Michael Naimark. Wow! For the past few years I have been taking notes and making blog posts for a book about cinematography in the age of VR, AR, AI etc. Suddenly, I learn about Virtual Reality for Artists, a workshop organized by Objectifs. The workshop is by Michael Naimark, whom I know nothing about. I do sign up immediately, however, as he was Google's first resident artist.
I walk in early.Michael is writing something on the whiteboard: https://medium.com/@michaelnaimark/vr-cinematography-studies-for-google-8a2681317b3#.ra9zaxwfd
I introduce myself and make it very clear that I am working on a book about VR cinematography and had no idea of his work. "Not here to steal your fire and will credit you always". Michael, from the "artist as bridge school" seems fine with the situation. ((Note: That link above, in which Michael explains a VR test he did, is an absolute must for anyone serious about VR.)
So, without further ado, I present my notes. They are in no particular order, a fact that becomes immediately obvious.
https://thomas-schwenger.de/index.php?ch=kh&sub=sub_tt&pg=npe https://www.vrphotography.com/data/pages/techtutorials/technotes/nodalptalign-tn.html Matterport https://www.forbes.com/sites/robertadams/2016/09/07/virtual-reality-is-about-to-revolutionize-these-three-industries/#3ae6fc4a7228
"So much is undefined"
"First word art, last word art"
Camera based reality + modeling
The Rocky of VR
Daydream........................... point of view
https://www.cnet.com/news/googles-tango-phone-a-preview-of-2017-augmented-reality/ https://www.theverge.com/2016/5/12/11663654/google-project-tango-expansion-vr-indoor-mapping-android Nolan Bushell on the future of storytelling https://www.engadget.com/2016/10/12/atari-co-founder-launches-modal-vr/
The Czech? interactive movie made by changing lens caps on projectors. scenes of same duration,
The realities of arcades.
User centered design
IMU first person POV
directed attention 65 %
SNAP vs. Google Glass
Camera that Changed the World
Pan, tilt and roll-camera directions
hyperlapse- take out the wobble
Hollywood vs. Silicon Valley
Facebook VR camera stabilization
size of display is arbitrary
Anything where hands are involved
The feeling of being there
Robert Flaherty Documentary
Occlusion missing data
you don't have to fill the whole 360
vr. cinematography studies #3 you should see the whites of her eyes
ears are easy to fool. eyes are hard to fool
the content's relationship to the medium
a mixing board, to "duplicate" reality
multiple viewers in a shared space
VR..the intimate space, right in front of you Gamers know this
Cineoramas 1900 Paris Exposition
Representing people in VR
Equirectangular sections; the map makers' problem
orthoscopic: everything is is scale
Cannot look around; cannot sway. Navigation
https://books.google.com.sg/books?id=hRtBAQAAQBAJ&pg=PT77&lpg=PT77&dq=cinematic+branching&source=bl&ots=yuz5O7_Q6T&sig=GrJaO7CvY_kh_5D4kMgkF8b8PrQ&hl=en&sa=X&ved=0ahUKEwjJnd-v-_DQAhUSSY8KHYvRBfQ4FBDoAQgwMAQ#v=onepage&q=cinematic%20branching&f=false https://www.gamasutra.com/blogs/AlexanderFreed/20140909/225281/Branching_Conversation_Systems_and_the_Working_Writer_Part_2_Design_Considerations.php ears easy to fool; eyes difficult Abel Gance 1927 Napoleon Jeff Lynch ???? Matterport