Thinking in Fragments #4 – Development 2

After Sem and Arfi pitched the concept of our production to other groups and mentioned our plan of using GoPro camera to portray the first point of view video for each scenario, one group suggested us to create a Virtual Reality-like creation. However, they did not mention whether we should produce a Virtual Reality (VR) or just the elements of what is often found VR. In this case, we decided to stick to Korsakow and use the elements of VR instead.

In a 360 Youtube video that can be used as a VR game known as Solitary Confinement, it explores the story of prisoners in Solitary Confinement in the US who stay in their cell for 23 hours each day without any human contact. The audiences are brought to experience the feeling of being isolated without human contact from the audio and the visual representation. As the prisoner starts to inform the feeling of floating in the air as a result of being held without human contact through the audio, the camera starts to get higher and higher, taking the audience floating with the subject. More importantly, it provides the audience a control over the game to see the surrounding by turning their head or scroll around to see the surrounding for audiences who use computer.

As my group decided to stick with using Korsakow, we planned to include the elements of VR by portraying the vision of the subject, which would portray the environment of the scenario without the presence of the subject. Moreover, we also planned to portray movements of the camera, including turning to the right and left within each scenario.  Furthermore, Solitary Confinement also provides audio, where it explores the experience of the prisoner behind bars, emphasising the word ‘I’ and ‘You’, as well as the information of some psychological effects that could happen as a result of living in Solitary Confinement. Additionally, it should be noted that an experiment that was conducted by Mirjam Vosmeer, Christian Roth, and Hartmut Koenitz (2017) covey the fact that people would refer to themselves when they hear “I” within a VR game (p.226). As a result, we planned to use “I” as the perspective word within our audio, as it would be beneficial for the audience to position themselves as the subject of this production.

Through applying these methods, we are able to make the audience experience what the subject is experiencing in each scenario as an isolated person, as if they become the subject of our production, by seeing the video of the first point of view perspective as if it is their vision as well as the use “I” within the audio of the production. Therefore, they would be more involved within the scenario and build a sense of emotion within the context of being isolated.

References

Vosmeer, M, Roth, C, & Koenitz, H 2017, ‘Who Are You? Voice-Over Perspective in Surround Video’, in N Nunes, I Oakley, & V Nisi (eds), Interactive Storytelling, (10th edn), Springer, Switzerland, pp.221-232.

Meita Riska Putri

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