Date of Award
August 2021
Document Type
Thesis
Degree Name
Master of Fine Arts (MFA)
Department
Digital Production Arts
Committee Member
Eric Patterson
Committee Member
Larry Hodges
Committee Member
Anthony Penna
Abstract
Methods of storytelling in cinema, theater, and literature have well-established conventions that have been built throughout narrative history and the development of these more traditional formats. In virtual reality, though, many of the techniques that have formed part of this cinematic language or visual narrative are not easily applied. In general, when the virtual reality narrative term is used, it is associated with filmed or rendered 360º videos that use head-mounted displays for presentation and most often uses first and third-person narratives, which may compromise a director's intent for story flow.
This thesis aims to put a new light on using second-person narrative in virtual reality storytelling experiences in entirely computer-generated worlds.The work also demonstrates a proposed workflow that considers second-person narrative mode as well as aesthetic, animation, and sound design techniques considered along with psychology, neuroscience, and linguistic techniques to give a director more control over influencing the audience's emotional sensations. Through a practical example, this thesis proposes that the director can control the story entirely differently than user-directed, interactive VR experiences for greater overall emotional impact.
Recommended Citation
Florencio da Costa, Rodney, "The Second-Person Narrative Mode Used as a Proposed Engagement Form in Virtual Reality Storytelling" (2021). All Theses. 3599.
https://open.clemson.edu/all_theses/3599