IMMERSIVE VIDEO PRODUCTION Project 1 360° video experimental
ZHOU YUTONG / 0378676
Week1---Week2 (21/4/2026---28/4/2026)
IMMERSIVE VIDEO PRODUCTION/ Bachelor of Design (Honours) in Creative Media
Project 1 360° video experimental
TABLE OF CONTENT
LECTURE
PROJECT
FEEDBACK
LECTURE
Week 1: Course Introduction and Basic Understanding
Core: VR Space Construction, VFX Emotional and Interactive Experience Shaping
Course Significance: To cultivate creators capable of designing spatialized, immersive experiences, integrating visual design, interaction, and immersive workflows.
Core Issue: Can visual effects bring emotions and feedback to VR that cannot be achieved through mere spatial manipulation?
Key Tools: Gaussian Splash (Live-Action Capture), Blender (Assets/Animation), Godot (World Building/Interaction), HMD (Experience Testing)
VR VFX Characteristics: Triggers Presence, Uses Effects to Enhance Emotional Immersion, Expressing Subjective Feelings of Dreams/Memories Rather Than Simply Recreating Reality
Assignments: Project Proposal, Project Deliverables
Course Rhythm: First 4 weeks: Theory (VR/VFX → Immersion/Presence → VR Narrative → Perception Theory); Last 6 weeks: Practical Application (Tracking/Interaction → Assets/Scenes → Effects Integration → Output)
1. Immersion
Definition: Deeply engaged in an experience, with attention drawn in and reduced perception of the outside world.
Immersion methods in different media:
Novels: Language, narrative, emotion, imagination
Film: Moving images, sound, shots/editing/color, emotional involvement
Daydreaming: Inward focus of attention, self-generated scenes
VR: Sensory closure, spatial perception, interactive embodiment
2. Presence
Definition: Feeling "truly there," treating the medium/virtual space as a real-life location.
Difference from Immersion:
Immersion = Deep engagement
Presence = Being physically present
Three types of presence:
Spatial presence: Feeling physically present in the environment
Social presence: Feeling the presence of others/characters
Self-presence: Feeling that the virtual body/perspective belongs to oneself
3. Design Direction
Goals: Enhance immersion, support presence, reduce discomfort, make the virtual world "habitable"
Methods: Unify visual style, reduce distractions, guide attention with environmental cues, use special effects purposefully
Creative thinking: From dreams to VR, from personal experience to universal expression


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