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[Commlist] CFP - Evolutions in Cinematic Virtual Reality
Mon Feb 23 16:44:14 GMT 2026
*CFP - Evolutions in Cinematic Virtual Reality*
Symposium at The University of Hong Kong, eXtended Humanities Lab
18. – 19. May 2026
*/Deadline for abstracts extended until 6 March/*
Just over a decade ago, the arrival of consumer-grade VR head mounted
displays (HMDs) enabled the development of a new form of linear
storytelling in digital virtual reality. In industrial and academic
settings, this new narrative medium has been referred to
as Cinematic Virtual Reality//(Dooley 2021; Mateer 2017; Ross and Munt
2018), a label that recognises the adaptation of cinematic conventions
and tropes within virtual spaces. The CVR medium continues to be well
represented as an important filmic category within programs at major
film and XR festivals around the world and has seen
significant investments by leading media companies in the past. Noting a
resurgence of cinematic narratives at the 2025 edition of Venice
Immersive (a leading venue for XR), this symposium takes stock of recent
developments in immersive linear storytelling. We are
particularly interested in papers that examine how VR filmmakers are
developing a new language of immersive storytelling by drawing on the
conventions of cinematic form in combination with VR specific
affordances of embodiment, interactivity, and immersion. We are
also interested in how creators take advantage of new VR film
technologies such as the latest wave of high-definition 180-degree
cameras and high-fidelity HMDs.
As an initiative of the HKU’s Extended Humanities Lab, the symposium is
designed to prepare a manuscript for a volume edited by the
co-organisers of the symposium, Kath Dooley and Tim Gruenewald. We will
circulate full papers before the symposium, and the meeting at HKU will
serve as an intensive 2-day workshop.
Topics of interest include but are not limited to:
180-degree vs. 360-degree VR films
Interactivity in CVR
Embodiment in CVR
New Genres of linear VR storytelling
Linear VR retail experiences (e.g. Lost Gardens of Versailles, Horizon
of Khufu, Machu Picchu: Journey to the Lost City)
Developments in VR film form including sound, editing, staging, camera, etc.
Technologies of image capture, including volumetric video and gaussian
splatting
The affordances of game engines vs. VR cameras
VR documentary films
Animation and CVR
Literary adaptations for CVR
Production, distribution, and reception studies
Theoretical considerations of CVR within the broader XR landscape
The future of CVR
*Extended Submission deadline*: March 6
*Full papers due*: May 15
Please send inquiries to the organizers Tim Gruenewald ((_tgruene /at/ hku.hk)
<mailto:(tgruene /at/ hku.hk)>_) or Kath Dooley ((_kath.dooley /at/ adelaide.edu.au)
<mailto:(kathleen.dooley /at/ adelaide.edu.au)>_)
_https://www.extendedhumanities.com/ <https://www.extendedhumanities.com/>_
*References*
Dooley, K. (2021). /Cinematic Virtual Reality/. Springer International
Publishing.
Mateer, J. (2017). Directing for Cinematic Virtual Reality: how the
traditional film director’s craft applies to immersive environments and
notions of presence. /Journal of media practice/, /18/(1), 14-25.
Ross, M., & Munt, A. (2018). Cinematic virtual reality: Towards the
spatialized screenplay. /Journal of Screenwriting/, /9/(2), 191-209.
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