With the development of science and technology, virtual reality (VR) has become increasingly popular, being widely used in various fields such as aviation, education, medical science, culture, art, and entertainment. This technology with great potential has changed the way of human-computer interaction and the way people live and entertain. In the field of animation, virtual reality also brings a new viewing form and immersive experience. The paper demonstrates the production of VR animation and then discusses camera’s position in VR animation. Where to place the VR camera to bring a comfortable viewing experience. The paper, with the proxemics as its theoretical framework, proposes the hypothesis about the camera position. Then the hypothesis is verified by a series of experiments in animation to discuss the correlation between camera position and proxemics theory.
목차
Abstract 1. Introduction 2. Proxemics 2.1 Proxemics in Movies 2.2 Proxemics in Virtual Reality 3. VR Animation 3.1 Apparatus 3.2 Production Content 3.3 Production Steps 3.4 Camera of 4. Experiment on Camera Position 4.1 Experiment Process 4.2 Experiment Results 5. Conclusion References
키워드
AnimationVirtual RealityGame EngineProxemicsCamera Position
저자
Lin Qu [ Full-time Researcher, Arcade Game Regional Innovation Center, Dongseo University, Korea ]
Tae-Soo Yun [ Professor, Department of Visual Contents, Dongseo University, Korea ]
Corresponding Author