dc.contributor.advisor | Smolic, Aljosa | |
dc.contributor.author | O Fearghail, Colm | |
dc.date.accessioned | 2024-10-18T15:08:14Z | |
dc.date.available | 2024-10-18T15:08:14Z | |
dc.date.issued | 2024 | en |
dc.date.submitted | 2024 | |
dc.identifier.citation | O Fearghail, Colm, Analysis of Cinematic VR Directing and the Use of Computational Saliency to Assist Storytelling Ability, Trinity College Dublin, School of Computer Science & Statistics, Computer Science, 2024 | en |
dc.identifier.other | Y | en |
dc.description | APPROVED | en |
dc.description.abstract | This thesis is concerned with directing practices in VR Film and the application of saliency
models to VR film to investigate whether they could inform creators if the viewer is likely to
follow the story as they designed.
Firstly the state of the art of current film making practices in Virtual Reality (VR), namely the
construction and production of Ireland’s first live action VR film ’Faoladh’ is investigated. This
allows us to form an insight into how film makers are approaching the field. The ’Director’s Cut
Database’ is also introduced, which offers a range of VR films in a number of styles. The ’direc-
tor’s cut’ is the viewport that the director of the VR films wished for the viewers to follow, and
the metrics used to measure the viewers distance from this viewport are also detailed. Following
this we investigate the history of narrative in order to investigate the reasons for storytelling and
the aspirations of storytellers.
The techniques and devices used by the directors of the films in the ’Director’s Cut Database’
are then investigated and the effects that these have on viewers, as in which devices were ef-
fective in keeping the attention of the viewers to the areas that the directors wished for them to
observe.
In order to investigate whether computational saliency models could assist in providing informa-
tion to the directors as to areas of competing visual interest we use two models, SalNet360 and
AVS360, on the VR films in the database against the ground truth of where the viewers attention
was.
In the interest of being able to relate this information to directors we introduction a new metric
VPSR (viewport saliency ratio), that hopes to provide an idea to the director as to how well their
chosen viewport performs in the context of the entire omnidirectional film frame.
Finally this thesis is concluded with how VR filmmaking is evolving and how new film making
practices could have an effect on VR storytelling. | en |
dc.language.iso | en | en |
dc.publisher | Trinity College Dublin. School of Computer Science & Statistics. Discipline of Computer Science | en |
dc.rights | Y | en |
dc.subject | Virtual Reality | en |
dc.subject | Storytelling | en |
dc.subject | Saliency | en |
dc.title | Analysis of Cinematic VR Directing and the Use of Computational Saliency to Assist Storytelling Ability | en |
dc.type | Thesis | en |
dc.type.supercollection | thesis_dissertations | en |
dc.type.supercollection | refereed_publications | en |
dc.type.qualificationlevel | Doctoral | en |
dc.identifier.peoplefinderurl | https://tcdlocalportal.tcd.ie/pls/EnterApex/f?p=800:71:0::::P71_USERNAME:OFEARGHC | en |
dc.identifier.rssinternalid | 272201 | en |
dc.rights.ecaccessrights | openAccess | |
dc.contributor.sponsor | V-SENSE | en |
dc.identifier.uri | https://hdl.handle.net/2262/109875 | |