Professional Documents
Culture Documents
OF STORYTELLING
ALEXANDER KUTULOS
"The cinema is an
invention without
a future."
Surprisingly enough, this quote attributed to Louis Lumire,
who was, of course, one of the most influential people to
pioneer the motion picture. Whilehis prediction was certainly
incorrect during the early 1900s, the statement seemingly
rings more and more true today.
Hello.
The tide of media has turned; audiences and creators
alike are challenging the fundamental principles of the
entertainment industry. Meanwhile, new technology is
knocking at the door with the introduction of an entirely
unprecedented medium -- virtual reality. The imminent
collision of this dynamic landscape with such a powerful
storytelling tool, requires a complete reconstruction of
visual grammar. In forging ahead with this endeavor, here
are a few personal theories to consider
The Current
Landscape
The new,
empowered viewer.
The current
generation of viewers
is one of urgency,
self-control, and
independence.
Today's audience, as well as ones yet to come, are pushing
back: he/she decides when, where, and how to engage with
media. And ultimately due to such control, their interaction
with content occurs in a deeper manner. So instead of
ignoring what the audience has become, lets begin by
acknowledging the viewers more equal standing to the
narrator and recognize his/her voyeuristic presence is now
deeply embedded within the story, no longer isolated from it.
The diversity
of all audiences &
storytellers.
Before you dismiss this paragraph as just another voice in
the ongoing discussion occurring in Hollywood, consider
this: there is no demographic makeup for VR. The industry,
just like the medium itself, is still in its infancy, and such
malleability begets possibility. With virtual reality, those
in positions of power have the opportunity to make a
conscious effort in reshaping how mainstream narrative
represents the larger society.
There is no experience more powerful than seeing yourself
represented on screen; to relate to a character is the true
power of storytelling. But that experience only comes
about when those behind the camera and the stories
they're telling reflect the diversity of the society in which
the work will be received.
Idris Elba
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New Media
Specificity
Construct contrast;
a montage of space.
Todays moving image is ultrafast and self-reflexive (look at any
digital media for clear evidence). Life unfortunately isnt made
this way. It is stagnant and methodical. It has no particular pace
and certainly isnt saturated with jump cuts. Thus far, narrative
VR, by reflecting our reality, is also slow and often meandering.
A fundamental problem has yet to be solved: how to create
energy without rapid editing.
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REALITY HAS NO
SCRIPT. IT IS MESSY,
FULL OF SURPRISES,
AND WEIRD.
VR STORYTELLING
SHOULD APPEAR
TO BE THE SAME;
BUT BEHIND THE
CURTAIN IS AN
INTRICATE DESIGN
READY TO BE
EXPLORED.
It's better to be a
"fly on the wall"
Conventional logic assumes that the majority of successful
experiences in VR and new media should be told from
a first person perspective where user interactivity is not
only allowed, it is necessary. So far most have presumed
in order to be completely immersed in a story, the viewer
must play a participatory role. Yet, such a philosophy
defies a history of storytelling tradition. Film, in particular,
is a medium based on passive voyeurism: the audience
escapes his/her reality to watch the life of another, all
unbeknownst to that character.
VR and new media bring the capability for the viewers third
person omniscience to be intensified tenfold. By removing
the technological rift between content and audience, the
voyeur is plunged inside the story.
Here lies the real magic of virtual reality: to finally become
a true fly on the wall. If you are going to ask the viewer
to leave his/her true reality, the experience offered must
be meaningful and unachievable elsewhere; to become an
invisible observer of a characters life is that impossible
dream VR provides.
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In order for VR to
reach the masses
and assert itself into
the foundation of
popular culture, its
purpose must go
beyond superficial
sensation.
To construct a
collective memory.
Case Studies
Flipframe
Theories arent worth a dime until theyre tested and
experimented. Enter Flipframe. Working with the financial
limitations of a creative-minded undergraduate, acquiring
or developing a personal virtual reality camera was near
impossible. Additionally, considering that the technology
surrounding VR and 360-degree filmmaking is still in its
infancy, using any consumer rig on the market presented
an unwanted second variable. The user would be distracted
by the poor video/audio quality, drawing all attention away
from the more important construction of story.
An iOS & web application, Flipframe, was designed as a
method to specifically test narrative theory. Constructed
around an interactive video mechanism, Flipframe creates
a pseudo-360 degree environment by offering the viewer
simple controls to move through multiple frames of
content. What the experiment sacrifices in immersion,
its interaction makes up for in simplicity and energy. The
viewer moves through multiple plots and visuals more
intuitively and naturally than a jerk of a head. It begins to
train the audience on how to process an abundant rush of
visual information coming from multiple directions. The
viewer is coaxed to chose one division of the story and
compare its characteristics to the larger whole.
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Multi-Perspective:
Same Scene, Same Space
Designing a story:
Chit-Chat
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