Visual Expansions in Narrating Contemporary Conflicts and History. The Possibilities of Virtual Reality (VR) Films
Visual Expansions in Narrating Contemporary Conflicts and History. The Possibilities of Virtual Reality (VR) Films
Highlights
In the digital era, audiovisual media are shaping the perception of contemporary conflicts on national and international levels.1) Understanding contemporary conflicts seems crucial in the process of informed decision-making and developing an insight into global se-1) A vivid example can be the information war surrounding the Russia-Ukraine war since 2014
Reconsidering the role of the chosen expanded media in documenting historical events, this paper investigates how virtual reality (VR) films about recent conflicts contribute to understanding socio-political contexts and the scope of this contribution
Referring to selected VR films about contemporary conflicts — from the Syrian Civil War to the immigration crisis on the U.S.-Mexico border, this paper argues that through immersive engagement of senses, VR films can enhance awareness of contemporary conflicts; the process of learning must be accompanied by additional explanatory resources, organizing the causes and effects of the conflict
Summary
Audiovisual media are shaping the perception of contemporary conflicts on national and international levels.1) Understanding contemporary conflicts seems crucial in the process of informed decision-making and developing an insight into global se-1) A vivid example can be the information war surrounding the Russia-Ukraine war since 2014. More Unwala Azhar and Ghori Shaheen, “Brandishing the Cybered Bear: Information War and the Russia-Ukraine Conflict,” Military Cyber Affairs 1, no. P. Visual Expansions in Narrating Contemporary Conflicts and History curity issues, which influence the economy and social structures and shape modern art, literature, and popular culture. Reconsidering the role of the chosen expanded media in documenting historical events, this paper investigates how VR films about recent conflicts contribute to understanding socio-political contexts and the scope of this contribution. The main aim of this research is to define the potential of VR films beyond storytelling, investigating their possibilities as educational tools and, at the same time, acknowledging the limitations in informing the audience about the political, social and historical complexities
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IntroductionThe development of virtual reality (VR) films requires novel editing strategies to optimize narrative cognition in immersive environments. While traditional film editing guides attention through controlled sequences of shots, the interactive nature of VR disrupts linear storytelling, challenging creators to balance emotional experience and spatial coherence. By combining eye-tracking technology with neuroscientific findings, this study aims to investigate how different editing techniques in virtual reality (VR) films affect viewers’ narrative cognition, focusing on visual attention, emotional experience and cognitive load, and to optimize VR film editing strategies through a neurocognitive lens.MethodsA controlled experiment with 42 participants was conducted using three versions of a VR movie: an unedited movie, a hard cut edited movie, and a dissolve-transition edited movie. Eye-tracking metrics were recorded using the HTC Vive Pro Eye headset, and emotional experiences were assessed using post-viewing questionnaires. Data were analyzed using SPSS and visualized using heat maps and trajectory maps.ResultsThe unedited movie (F1) elicited the highest visual attention (TDF: M = 18,953.83 vs. F2/F3, p < 0.001) and emotional immersion, with 75% of viewers rating it as “highly immersive.” It also showed sustained activation in areas related to emotional engagement. Edited movies, both hard cuts (F2) and dissolve-transitions (F3), reduced cognitive load (TSD: M = 16,632.83 for F1 vs. 15,953.18 for F3, p < 0.01) but resulted in fragmented attention. Dissolve-transitions (F3) decreased viewer enjoyment (APD: M = 0.397 vs. F1, p < 0.001). One-way ANOVA analysis revealed that seamless editing enhanced emotional coherence, while abrupt cuts disrupted spatial and temporal integration, leading to reduced emotional engagement.DiscussionUnedited VR films promote emotional coherence driven by the amygdala and maintain attention stability mediated by the prefrontal cortex, which enhances immersive narrative cognition. In contrast, editing techniques prioritize cognitive efficiency at the expense of emotional experience. To maintain immersion, filmmakers should focus on seamless transitions, while strategically using edits to direct attention in the complex 360° environment of VR. These findings contribute to neurocinematic theory by connecting the neural dynamics induced by editing with behavioral outcomes, offering practical insights for VR content creation.
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- 10.1080/09502386.2020.1761415
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Virtual Reality (VR) film has been described as an empathy machine. Filmmakers and producers have claimed that VR film’s immersive qualities can amplify empathy for victims of humanitarian crises and move the viewer to support humanitarian aid organizations. This paper questions these transformative assumptions about VR film. We call attention to how humanitarian VR films are techniques that promote emotional styles like empathy through the script of suffering and hope. Through analysis of humanitarian VR films, the use of character, narrative, and formal VR film devices, we show how empathy is created. Thereby, we focus specifically on the simulation of particular locales, intimate encounters with the suffering Other, and gratification of viewer needs. The paper concludes that humanitarian VR films simulate an engagement with global problems when, in fact, they are catering to the emotional needs of people engaging with those problems. The global citizen as a feeling self becomes caught in interpersonal affective textures, which obscure geopolitical causes of humanitarian crises. Hence, the paper questions empathy as a universal way to better the world and diverges from the celebration of humanitarian VR film as a universal empathy machine.
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There are many differences in narrative delivery between common movies and Virtual Reality(VR) films due to their differences in the appreciation structure. In VR films, scene changes by cuts have hindered the immersion of the audience instead of promoting narrative delivery. There are a range of experiments on narratives and immersion to solve this issue in VR films. Floating Tent applies hand gestures and immersive effects found in game elements and does not disturb narrative delivery by setting proper spaces and employing a direction technique to enable the melting of narratives into the characteristics of the spaces. There are time limits to offsound and mission performance, and devices fit for apocalyptic spatial expressions are made through a program. One of measures for the increasingly growing interactive storytelling in VR films is effective immersion. In narrative delivery, it is important to consider spatial setting and immersion to enable active intervention into events for immersion rather than passive audience only supposed to watch characters' acting.
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In today's time, virtual reality is growing and developing very rapidly. This abstract will give us an overview of virtual reality. In the future, virtual reality will give us advantages in many areas such as hardware, software, applications, and societal impacts etc. In the context of hardware, we hope for advancements towards more compact designs, high-resolution virtual reality headsets with better user-friendly design and increased capability. Progress in haptic feedback systems and eye-tracking technology will provide users with a more immersive and natural experience. On the side of software, the future promises advanced graphics in virtual reality, realistic physics models, and better artificial intelligence-driven content creation. This will boost creativity among the blurred lines between quickly engaging and interactive virtual environments, blurring the boundaries between the physical world and virtual worlds. The growth of applications for Virtual Reality is certain across industries like education, healthcare, entertainment, and business. Virtual classrooms and virtual medical Involvements are Transforming education and healthcare respectively. Virtual Reality is also improving tourism experiences and remote workplaces. Offering solutions for bridging the gap between the virtual and real worlds, virtual reality presents challenges and opportunities to improve human experiences. In addition, there is a possibility of virtual reality having a deep social impact, Impacting the way we connect, learn, work, and entertain ourselves. Concerns about privacy may also arise with the rise of Virtual Reality, as our lives become more integrated, making it necessary to be thoughtful about control and security measures for daily life. Keywords Virtual Reality, applications, impact, industries, healthcare, education, entertainment, training, simulation, architecture, gaming, tourism, real estate, psychological therapy, rehabilitation, communication, social interaction, transportation, automotive, manufacturing, marketing, productivity, innovation, experiential learning, empathy, accessibility, human-computer interaction, future trends.
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Virtual reality is the future-oriented field in the current IT content area, and the area of virtual reality is expanding not only in entertainment fields, but also education and architecture. In this paper, we development prototype of psychological treatment content using Unity3D engine. We experimented and analyzed the possibility of virtual reality as psychotherapy. After analyzing virtual reality elements that can be connected to the psychotherapy system, we derived effective therapy factors. Virtual reality is a form of content that has a strong sense of immersion and presence than any other content. Currently, the entertainment industry is the most developed field in virtual reality, but in the near future, virtual reality will become the main content as a psychotherapy system. In this study, we researched VR contents related to psychotherapy, and extracted the elements of VR that are effective in psychotherapy. We developed virtual reality content that can help treat stage fright using Unity3D. The Unity3d engine is an effective and optimized program for creating VR contents. We developed and tested prototype for specific patients. As a result of making and experimenting with a prototype of psychotherapy content that can treat stage fright step by step, we found a possibility that the treatment effect is higher than that of general treatment. This study is a preliminary study for VR psychotherapy research to be produced in the future, and will show the possibility of VR as psychotherapy content.
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- 10.1016/j.procir.2021.01.088
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Seven Levels of Detail to structure use cases and interaction mechanism for the development of industrial Virtual Reality applications within the context of planning and configuration of robot-based automation solutions
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- 10.1086/688582
- Nov 1, 2016
- Comparative Education Review
Previous articleNext article No AccessMedia Essay ReviewEmpathy Engines: How Virtual Reality Films May (or May Not) Revolutionize Education Clouds over Sidra produced by Socrates Kakoulides, Gabo Arora, and Chris Milk. 360° virtual reality film. Distributed on the Within channel and Milk VR USA. 8 minutes, 35 seconds. On the Brink of Famine directed by Marcelle Hopkins and produced by Frontline. 360° virtual reality film.Ben HersonBen Herson Search for more articles by this author PDFPDF PLUSFull Text Add to favoritesDownload CitationTrack CitationsPermissionsReprints Share onFacebookTwitterLinkedInRedditEmail SectionsMoreDetailsFiguresReferencesCited by Comparative Education Review Volume 60, Number 4November 2016 Sponsored by the Comparative and International Education Society Article DOIhttps://doi.org/10.1086/688582 Views: 745Total views on this site Citations: 4Citations are reported from Crossref © 2016 by the Comparative and International Education Society. All rights reserved.PDF download Crossref reports the following articles citing this article:Valérie Gorin From Empathy to Shame: The Use of Virtual Reality by Humanitarian Organisations, (Dec 2022): 147–170.https://doi.org/10.1007/978-3-031-00824-5_7Daniel Bos Geography and virtual reality, Geography Compass 15, no.99 (Aug 2021).https://doi.org/10.1111/gec3.12590Bonnie Ruberg Empathy and Its Alternatives: Deconstructing the Rhetoric of “Empathy” in Video Games, Communication, Culture and Critique 13, no.11 (Mar 2020): 54–71.https://doi.org/10.1093/ccc/tcz044Reese Muntean, Kate Hennessy, Mei-Ling Park, Yulia Rubleva Sustainable Production and Consumption in 360°, (Jun 2019): 1–4.https://doi.org/10.1109/GEM.2019.8811561
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This paper presents a cognitive psychology experiment to explore the differences between 2D and virtual reality (VR) film editing techniques. We recruited sixteen volunteers to view a range of different display modes and edit types of experimental material. An electroencephalogram (EEG) was recorded simultaneously while the participants watched. Subjective results showed that the VR mode reflects higher load scores, particularly in the effort dimension. Different editing types have no effect on subjective immersion scores. The VR mode elicited stronger EEG energy, with differences concentrated in the occipital, parietal, and central regions. On the basis of this, visual evoked potential (VEP) analyses were conducted, and the results indicated that VR mode triggered greater spatial attention, while editing in 2D mode induced stronger semantic updating and active understanding. Furthermore, we found that while the effect of different edit types in both display modes is similar, cross-axis editing triggered greater cognitive violations than continuity editing, which could serve as scientific theoretical support for the development of future VR film editing techniques.
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