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Application of Virtual Reality Technology in Film and Television
Change the viewing mode of traditional film and television art
The viewing mode of traditional film and television art is a passive one-way receiving experience mode. The audience is regarded as the "target" of mass media and can only passively receive information and produce roughly the same reaction. In the current media environment, the development of technology has broken the tradition of "panacea theory", especially the emergence of VR technology, subverting the traditional experience of film and television art. Although the viewing method of VR works requires wearing glasses, helmets and other equipment, this viewing method is not simply to present the story on the screen to the audience in a formal way, but to give the audience a certain degree of freedom, so that the audience can actively participate in the works of art, complete the narrative and enhance the sense of immersion.
Change the shooting method of traditional film and television art
Traditional film and television art works need to make clear the director's intention and create scripts in the early stage of shooting, which involve pushing, pulling, shaking, moving, following and lifting. In addition, it also includes the changes of the far, all, middle, near and special scenes of the picture, supplemented by the changes of the angles such as head-up, head-down and head-up, so as to achieve the theme effect of the film. The film and television art works under VR technology are different.
Due to the particularity of technology, the movement of the lens will be weakened, otherwise the audience will feel dizzy and uncomfortable when watching; The choice of scenery is also entirely up to the audience. Traditional film and television art enhances the perspective relationship of the picture through the changes of scenery and virtual focus and real focus. In VR film and television works of art, the lens only shows the panoramic lens, and the scenery is completely lost. On the contrary, it gives the audience great initiative to imagine the future development and explore the possibility of various narratives in the film according to the information obtained.
First-person narration strengthens interactivity.
The most emphasis of VR technology is immersion. The most direct way is for the audience to directly participate in the plot development, and the third person's sense of substitution and participation is not strong. Under VR technology, we can shoot film and television art creation from the first-person perspective, and at the same time increase the interaction between the audience and virtual characters and objects, and enhance the immersion experience.
However, in the actual application process, VR technology still has some defects, such as the application scope is not universal; Pay attention to technology and ignore the social value of film and television art; Economic interests lead to shallow and vulgar content; Large capital investment, high cost of watching movies and so on. Therefore, the application of VR technology in film and television art in the future should actively adjust the strategy.
1
Solve development problems and improve technology popularization.
The development of new technology can not be separated from policy inclination and technical support. In terms of policy, China government attaches great importance to the development of VR industry. In 20 16, the Ministry of Industry and Information Technology issued the White Paper on the Development of Virtual Reality Industry in 20 16, which clarified the problems and direction of VR industry development. Policy support provides a strong premise for the development of VR technology.
2
Strengthen the cultivation and introduction of professional talents
The application of VR technology is inseparable from the design and practice of professional and technical personnel. In order to further promote the integration of VR technology and film and television art, it is necessary to strengthen the training and introduction of professionals. The advantages and specialties of technology can be integrated into the creation of film and television art to enhance the popularity and sensitivity of the works. Because the experience of VR technology needs to wear corresponding equipment and lacks certain portability, it needs the continuous research, development, application and innovation of professional and technical personnel to further reduce the constraints of wearing equipment and enhance the popularity of the technology used.
three
Adhere to the content is king, supplemented by technology.
Fundamentally speaking, the development of technology should serve to enhance the mainstream influence of TV art content. No matter how technology develops, content is always the decisive factor to determine the quality of film and television works. When performing artistic creation, the film and television art team should pay attention to the cultural connotation, depth of content and social significance of the film. The reason why a classic works can remain immortal is because of its wonderful content. As a spiritual and cultural product, film and television works of art play an ideological role. Therefore, the application of technology can only be used as a tool to assist the presentation of content, so that the content can be better understood and accepted by the audience, and the interaction and experience can be enhanced, rather than relying too much on technology.
To sum up, under the impetus of VR technology, the creation of film and television art has undergone a series of changes. VR will also be an important part of film and television art in the future, and at the same time, it will put forward higher requirements for relevant employees, truly integrate the advantages of VR technology with the meaning conveyed by movies, and better connect the two, so that technology and art can flourish, create a unique expression style of film and television art, bring real artistic shock to the audience, and promote the prosperity and development of film and television art industry.
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