Story
You are a test subject undergoing a series of VR experimentation. You are given a google cardboard to view the 360 content involving stop motion camera movement. You have signed the consent form. Should you feel giddiness or nausea please stop viewing the VR head set immediately.
Story Script ?
There is just a general story of creating a series of VR experimentation. At this point I don't have visibility of how the story ends , it can end with an application but I have no clue yet what and how to apply it. I am designing the story on the fly and building it using an iterative approach (see picture below). What is being published that became of the story are the successful user experience felt by myself being the user. The problems might be in the draft versions and should be solved hopefully in the final publication of the 360 video.
What is the Problem
Currently for still 360 image or video production, the user can only experience Three Degrees of Freedom (3DOF) with the google cardboard. He can rotate his head freely in all direction but cannot move forward , move backward, move upward and move downward.
Why does the viewer feel trapped when he experience the 360 VR?
I think I do have a theory, I believe the 360 VR experience allows the viewer to experience the film in the 1st person perspective that the user feels the immersion that he exist inside the film ( 1st person ) and not "outside" (3rd person) . Only in the 1st person perspective mode, the viewer is aware of his own presence in the 360 space. He realizes that his movement is restrictive that causes his feeling of being trapped in the 360 space.
In the 3rd person point of view (POV), when we watch a non-360 film in the cinema we hardly feel trapped. The "I" (subject) am watching the screen(object) where the film is projected onto. Yes we do feel the emotions of the film , we empathize with the characters in the film but we know we are merely the spectator of and not the participant in the film.
In the 1st person POV aspect, I think the VR games technology puts in more effort than VR 360 film by creating a virtual body for the user to occupy the 1st person. He can see and use the virtual body to interact with the VR object and VR environment in the game via hand controllers. The game industry is investing and inventing more technological gadgets eg. haptics suits and VR treadmills to bring the viewer immersion deeper into virtual reality.
360 film production is still in my opinion old school , and seems disinterested in new technological gadgets instead rather focus on storytelling and cinematography. It is reasonable , the purpose of film and game are different. They do intersect with the common problem of the 1st person perspective mode , that the gaming industry has solved remarkably and continuously improve while the 360 film is still struggling with the 1st person.
In the typical 360 film production, the priorities are the storytelling and cinematography while the 1st person perspective plays the 2nd fiddle. The voice over (VO) narrator tells the story and the camera places the viewer into either the 1st or 3rd person POV depending on what works best for each scene and story. The continuity therefore is designed for the story flow, scene to scene, from beginning to end.
What is the Solution
The point-view experience is the user experiencing himself to be the center of his viewing experience.
This point-view is being extended to an area-view experience where the user is transported or teleported point to point in an area space. He still maintains his 3DOF of the area space. The new virtual area-view experience is akin to a person taking one step forward to occupy a new position or location in reality.
The 1st person continuity rather than a story flow approach to 360 filming disallow 3rd person POVs and jump cuts. Instead of jumping from scene, the area-view experience is employed to preserve the 1st person continuity. The 1st person user "walks" from one scene to the next. This also mean that the filming is limited to one location and in a controlled environment. Fortunately, filming a theater production in 360 provides one such environment.
New Problem
The new area-view experience may give the user deeper VR immersion but at the same time may cause motion sickness.