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[Commlist] CfP: Evolutions in Cinematic Virtual Reality
Sun Feb 08 05:25:01 GMT 2026
*Evolutions in Cinematic Virtual Reality*
Symposium at The University of Hong Kong
18. – 19. May 2026
Just over a decade ago, the arrival of consumer-grade VR head mounted
devices (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 recognizes 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. 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 legacy 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 recent high-definition 180-degree format and high-fidelity HMDs.
As an initiative of HKU’s Extended Humanities Lab, the symposium is
designed to prepare a manuscript for a volume edited by the
co-organizers 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
*Submission deadline*: February 20
Please submit a 300-word abstract accompanied by a 100-word biography.
*Full papers (approx. 6000 words including references) due*: May 15
Please send inquiries to the organizers Tim Gruenewald ((tgruene /at/ hku.hk)
<mailto:(tgruene /at/ hku.hk)>) or Kath Dooley ((kathleen.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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