Virtual Reality must be a thing! : - Användning av koreografi i cinematic VR
Sammanfattning: In this essay, Choreography within cinematic virtual reality (VR) is investigated through the genre of screen dance. The purpose is to contribute to the knowledge of choreography by investigating the experience of the medium from the perspective of the viewer/participant and the importance of the site. Essentially, using a laboratory approach, a choreography has been developed in two stages which after being filmed with different dancers at different sites, has been the starting point to the analysis. Part of the approach has also been that I myself actively participated in the whole process by taking on different roles. My participation was threefold; first as a dancer/choreographer, then as choreographer/participant/viewer, when the dancers came into the process, and finally as participant/viewer. As a theoretical point of departure, the concepts of affect, emotion and emotional expression are used to create an understanding of how an experience is created in 3D with the help of choreography and locations. The importance of a site was investigated though three different concepts which include the physical location, technology as a location, and the thirdspace. With the help of these concepts, it is shown how a physical location changes and becomes a thirdspace with the help of technology. Because of technology, this leads to the acceptance of the thirdspace as the fictional location equivalent to reality by the viewer/participant. The term kinesthetic perception explains the phenomena of how the viewer bodily experiences being "there". The result of my study has revealed that for a deeper experience to occur, the traditional film convention of 180 degrees must be challenged and supplanted by the 360 degree rule where the relationship between the viewer/participant, choreographer and the location are in focus and where engaging the moment of point of interest (POI) is allowed to happen. Further each viewer/participant has their own impression of what is taking place, unlike a scenic or performative action, the experience in cinematic VR is not shared directly with other viewer/participant.
HÄR KAN DU HÄMTA UPPSATSEN I FULLTEXT. (följ länken till nästa sida)