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作 者:张婷婷 张焱 田丰 ZHANG Tingting;ZHANG Yan;TIAN Feng(Shanghai Film Academy,Shanghai University,Shanghai 200072,China;Shanghai Engineering Research Center of Motion Picture Special Effects,Shanghai University,Shanghai 200072,China)
机构地区:[1]上海大学上海电影学院,上海200072 [2]上海大学上海电影特效工程技术研究中心,上海200072
出 处:《上海大学学报(自然科学版)》2019年第6期888-897,共10页Journal of Shanghai University:Natural Science Edition
摘 要:探索普通电影蒙太奇设计元素在虚拟现实(virtual reality,VR)电影中应用的可行性,设计VR影像视点越轴评价实验.通过对眼动追踪、空间标记的客观数据以及视觉连续性感知、空间感知、沉浸感和舒适度的主观数据的分析,研究VR影像越轴镜头组接对观众的影响,归纳可行的轴线规则.实验结果证明,VR影像没有受到传统影片的轴线规则的限制.在观看不同角度和不同速度的组合的VR影像时,客观的空间标记偏差、视觉追踪程度和主观的评分都在可接受的范围内.这表明在VR影像中越过传统的轴线拍摄是完全可行的,研究情况均未对用户造成不适感,VR影像存在特有的一套规则.A virtual reality(VR)image viewpoint over-axis evaluation experiment was designed to explore the application feasibility of ordinary film montage design elements in VR movies.By analysing the objective data of eye tracking and spatial markers as well as the subjective data of visual continuity perception,spatial perception,immersion,and comfort,the influence of a VR image over-axis lens assembly on the audience is studied;the feasible axis rules are also summarized.The experimental results show that the VR image is not limited by the axis rule of traditional film.VR images have a unique set of rules.As such,when viewing VR images of different angles and different speeds,the objective spatial marker deviation,visual tracking degree,and subjective score can be maintained within the acceptable limits.This demonstrates that it is possible to cross the traditional axis to shoot in VR formats.No discomfort is caused to any users that took part in this research.
分 类 号:TP391.9[自动化与计算机技术—计算机应用技术]
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