This work is licensed under the Creative Commons Attribution 4.0 International License.
MacQuarrie, A., & Steed, A. (2017, March). Cinematic virtual reality: Evaluating the effect of display type on the viewing experience for panoramic video. In 2017 IEEE Virtual Reality (VR) (pp. 45-54). IEEE.Search in Google Scholar
Carpio, R., & Birt, J. (2022). The role of the Embodiment Director in virtual reality film production. Creative Industries Journal, 15(2), 189-198.Search in Google Scholar
Zhao, W., Zhang, S., & Li, X. (2023). Impact of virtual reality technology on digital media in the context of big data and artificial intelligence. Journal of Computational Methods in Sciences and Engineering, 23(2), 605-615.Search in Google Scholar
Yang, L. (2020, April). On the Creation of Animation Films Based on Virtual Reality Technology. In 2020 3rd International Conference on Advanced Electronic Materials, Computers and Software Engineering (AEMCSE) (pp. 180-183). IEEE.Search in Google Scholar
Kjær, T., Lillelund, C. B., Moth-Poulsen, M., Nilsson, N. C., Nordahl, R., & Serafin, S. (2017, November). Can you cut it? an exploration of the effects of editing in cinematic virtual reality. In Proceedings of the 23rd ACM Symposium on Virtual Reality Software and Technology (pp. 1-4).Search in Google Scholar
Wu, K., & Karwas, D. (2024, May). The Metamorphosis of Storytelling: Time-based Interactivity in Virtual Reality Filmmaking. In Extended Abstracts of the CHI Conference on Human Factors in Computing Systems (pp. 1-5).Search in Google Scholar
Kim, A., Chang, M., Choi, Y., Jeon, S., & Lee, K. (2018, March). The effect of immersion on emotional responses to film viewing in a virtual environment. In 2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) (pp. 601-602). IEEE.Search in Google Scholar
Serrano, A., Sitzmann, V., Ruiz-Borau, J., Wetzstein, G., Gutierrez, D., & Masia, B. (2017). Movie editing and cognitive event segmentation in virtual reality video. ACM Transactions on Graphics (TOG), 36(4), 1-12.Search in Google Scholar
Jeon, S., & Yang, X. (2023). Application of VR In Game Design & Filmmaking. Highlights in Science, Engineering and Technology, 41, 371-376.Search in Google Scholar
Rothe, S., & Hußmann, H. (2018). Guiding the viewer in cinematic virtual reality by diegetic cues. In Augmented Reality, Virtual Reality, and Computer Graphics: 5th International Conference, AVR 2018, Otranto, Italy, June 24–27, 2018, Proceedings, Part I 5 (pp. 101-117). Springer International Publishing.Search in Google Scholar
Kang, J. (2017). Study on Esthetical Experiment of Virtual Reality Cinema with Rotoscoping Technique. Journal of Digital Contents Society, 18(2), 275-282.Search in Google Scholar
Dooley, K. (2020). A question of proximity: Exploring a new screen grammar for 360-degree cinematic virtual reality. Media Practice and Education, 21(2), 81-96.Search in Google Scholar
Yu, Z., & Lo, C. H. (2023). Mapping the Viewer Experience in Cinematic Virtual Reality: A Systematic Review. PRESENCE: Virtual and Augmented Reality, 32, 205-229.Search in Google Scholar
Chen, D., & Yang, F. (2020, February). Application of VR virtual reality in film and television post-production. In IOP Conference Series: Materials Science and Engineering (Vol. 750, No. 1, p. 012163). IOP Publishing.Search in Google Scholar
Gruenewald, T., & Witteborn, S. (2022). Feeling good: Humanitarian virtual reality film, emotional style and global citizenship. Cultural Studies, 36(1), 141-161.Search in Google Scholar
Szita, K., Gander, P., & Wallstén, D. (2018). The effects of cinematic virtual reality on viewing experience and the recollection of narrative elements. PRESENCE: Virtual and Augmented Reality, 27(4), 410-425.Search in Google Scholar
Mateer, J. (2017). Directing for Cinematic Virtual Reality: how the traditional film director’s craft applies to immersive environments and notions of presence. Journal of media practice, 18(1), 14-25.Search in Google Scholar
Dooley, K. (2017). Storytelling with virtual reality in 360-degrees: a new screen grammar. Studies in Australasian cinema, 11(3), 161-171.Search in Google Scholar
Jones, S., & Dawkins, S. (2018). The sensorama revisited: evaluating the application of multi-sensory input on the sense of presence in 360-degree immersive film in virtual reality. Augmented reality and virtual reality: Empowering human, place and business, 183-197.Search in Google Scholar
Rothe, S., Buschek, D., & Hußmann, H. (2019). Guidance in cinematic virtual reality-taxonomy, research status and challenges. Multimodal Technologies and Interaction, 3(1), 19.Search in Google Scholar
Ross, M., & Munt, A. (2018). Cinematic virtual reality: Towards the spatialized screenplay. Journal of Screenwriting, 9(2), 191-209.Search in Google Scholar
Ross Andel,Timothy McMahan,Thomas D Parsons & Jakub Hort. (2024). Virtual Reality Tennis Training: Performance Gains Derived from User Characteristics.. Cyberpsychology, behavior and social networking.Search in Google Scholar
Mareen Allgaier,Tim Jered Härtel,Seraphine Zubel,Maximilian Thormann,Daniel Behme,Bernhard Preim & Sylvia Saalfeld. (2024). Gamified Virtual Reality Training for Visuospatial Ability in Neuroradiology. Current Directions in Biomedical Engineering(2),25-28.Search in Google Scholar
Grace K Kyei,Evans F Kyei & Rockson Ansong. (2024). The Efficacy and Patient Experience of Virtual Reality in Labor: An Integrative Review of Pain and Anxiety Management.. Pain management nursing : official journal of the American Society of Pain Management Nurses.Search in Google Scholar