“CAVE: Making Collective Virtual Narrative” by Layng, Perlin, Brenner, Herscher and Meduri

  • ©Kris Layng, Ken Perlin, Sebastian Herscher, Corrine Brenner, and Thomas Meduri

  • ©Kris Layng, Ken Perlin, Sebastian Herscher, Corrine Brenner, and Thomas Meduri

  • ©Kris Layng, Ken Perlin, Sebastian Herscher, Corrine Brenner, and Thomas Meduri

Conference:


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Title:

    CAVE: Making Collective Virtual Narrative

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Abstract:


    CAVE is a shared narrative six degrees of freedom (6DoF) virtual reality experience. In 3.5 days, 1,927 people attended its premiere at SIGGRAPH 2018. Thirty participants at a time each saw and heard the same narrative from their own individual location in the room, as they would when attending live theater. CAVE set out to disruptively change how audiences collectively experience immersive art and entertainment. Inspired by the social gatherings of theater and cinema, CAVE resonated with viewers in powerful and meaningful ways. Its specific pairing of colocated audiences and physically shared immersive narrative suggests a possible future path for shared cinematic experiences.

References:


    1. J. Koetsier, “VR Needs More Social: 77% of Virtual Reality Users Want More Social Engagement,” Forbes, 30 April 2018. Retrieved from www.forbes.com/sites/johnkoetsier/2018/04/30/virtual-reality-77-of-vr-users-want-more-social-engagement-67-use-weekly-28-use-daily/#3e0204bf18fc, accessed 3 May 2019.
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    8. D. Gochfeld et al., “Holojam in Wonderland: Immersive Mixed Reality Theater,” Leonardo 51, No. 4, 362–367 (2018).
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    11. D.J. Wimer and B.C. Beins, “Expectations and perceived humor,” Humor: International Journal of Humor Research 21 (2008) pp. 347–363.


Additional Images:

©Kris Layng, Ken Perlin, Sebastian Herscher, Corrine Brenner, and Thomas Meduri ©Kris Layng, Ken Perlin, Sebastian Herscher, Corrine Brenner, and Thomas Meduri ©Kris Layng, Ken Perlin, Sebastian Herscher, Corrine Brenner, and Thomas Meduri ©Kris Layng, Ken Perlin, Sebastian Herscher, Corrine Brenner, and Thomas Meduri

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