2016-05-31 Lights, Camera, Interaction - GEECT Conference, Aalto University, Helsinki, Finland

VR bring major changes to conventional production workflows. It challenges established professional roles but also introduces new departments (such as interaction designers) and will benefit immensely from the experience of other art forms (such as performing arts for example).

VR frees the content from the constraints of the cinematic frame, allowing viewers to experience a movie that fully surrounds them. But it also removes a principal tool for visual storytelling: framing. This leads us to the main questions today:

1. How do we structure the narrative when an important tool for guiding a viewer’s attention is unavailable to us in a 360° cinema experience?

2. How will the introduction of basic cinematic interactivity shape the development of a new artistic language in this medium?

The conference focused specifically on cinematography, lighting, compositing, storyboarding, spatial design and sound design. A major goal of the conference was to jointly create guidelines which would help schools include emerging technologies when developing curricula and understand their effect on the future of the profession.

The conference program included a general introduction to VR, the basics of visual perception and immersion, hands-on exercises with 360° technology and current workflows (sponsored by the manufacturers) as well as recent case studies of projects that have made use of VR technology.


CILECT, Aalto University, ELO, VR, VFX, Tanja Bastamow, Previsualization, Previz, Virtual Aesthetics, Photorealism, Synes Elischka, Cinematic VR, Rafal Hanzl, VFX Education, Jonatan Etzler, Milja Rossi, Maja Stina Heiskala Åberg, Ludger Pfanz, 3D cinema, Content Driven Technology, 360° Technology, Marijn Goossens, GEECT Conference "Lights+Camera+interaction
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