Please use this identifier to cite or link to this item:

Title: 探討虛擬實境敘事中的規範以及方法
Investigating methods and principals for VR storytelling
Authors: 林謙耘
Lin, Chien-Yun
Contributors: 余能豪

Yu, Neng-Hao
Chen, Yihsiu

Lin, Chien-Yun
Keywords: 虛擬實境
Virtual reality
Principles of storytelling
A structure of a story
Analysis of video contents
Date: 2019
Issue Date: 2019-10-03 17:21:21 (UTC+8)
Abstract: 虛擬實境作為一個新媒體,尚未有特定的方式來定義該如何呈現故事。為
了探究該如何在虛擬實境中敘事,本研究依據現有的虛擬實境影片,歸納出觀者角色、提升故事體驗的互動、region-of-interest (ROI) 設定以及注意力引導這四個大方向分析現有影片,並整理出虛擬實境中的敘事原則。在虛擬實境當中,觀者可以從角色或是旁觀者的視點觀賞故事,不同的視點會產生不同的情緒反應。互動除了可以連結觀者以及故事世界,也提升了觀者在該世界中的存在感。而不同的ROI 設定則會導致觀者不同的觀看行為,例如:將ROI 放在觀者眼前能幫助他們持續專注於故事上,反之亦然。注意力引導在虛擬實境中是不可或缺的,好的引導能提升整體的觀看體驗,也能防止觀者錯過重要的故事點。接著,我們根據這些原則,設計出一個製作VR 影片的敘事架構,其中包含三個步驟:視角設定、事件設定以及轉場設定。我們期望這個架構能協助VR導演帶領觀者進入敘事情境,並達成其敘事目的。
Virtual reality is a new narrative medium, yet there are still no specific principles by which a story can be better presented. To investigate methods and principles of storytelling in virtual reality, this thesis proposes four dimensions derived from analysis of existing papers and VR works. They are the sense of agency, interactivity, setting of region-of-interest (ROI) and attention guidance. In VR, the spectators can play the role of a main character or a bystander, and their perspectives can change how they experience emotions. Interactivity is a way to create connections between the spectators and the story, enhancing the sense of presence. The arrangement of ROIs determines the spectators’ watching behaviors. A well-designed attention guidance prevents the spectators from missing important events. According to these principles, we propose a framework of producing story content in VR that includes three phases: perspectives setting, events setting and transition setting. It is the objective of this thesis that this framework can assist the directors of VR content to further engage the spectators with the story.
Reference: 陳一平. (2011). 視覺心理學: 雙葉書廊.
Ahn, S. J. G., Bostick, J., Ogle, E., Nowak, K. L., McGillicuddy, K. T., & Bailenson, J. N. (2016). Experiencing Nature: Embodying Animals in Immersive Virtual Environments Increases Inclusion of Nature in Self and Involvement With Nature. Journal of Computer-Mediated Communication, 21(6), 399-419. doi:10.1111/jcc4.12173
Aylett, R., & Louchart, S. (2003). Towards a narrative theory of virtual reality. Virtual Reality, 7(1), 2-9.
Barrett, F., & Doyle, M. (Writers). (2009). Tunnel 228 [Play]. In Punchdrunk & The Old Vic. (Producer).
Barrett, F., & Doyle, M. (Writers). (2011). Sleep No More [Play]. In Punchdrunk (Producer).
Beddoe-Stephens, P. (2016). New Publisher Tools for 360 Video. Retrieved from
Bouko, C. (2014). Interactivity and immersion in a media-based performance. PARTICIP@ TIONS, 11(1), 254-269.
Brillhart, J. (2016). The Language of VR. Retrieved from
Bucher, J. (2017). Storytelling for virtual reality: methods and principles for crafting immersive narratives: Focal Press.
De la Peña, N., Weil, P., Llobera, J., Giannopoulos, E., Pomés, A., Spanlang, B., . . . Slater, M. (2010). Immersive journalism: immersive virtual reality for the first-person experience of news. Presence: Teleoperators and virtual environments, 19(4), 291-301.
Giannetti, L. D., & Leach, J. (1999). Understanding movies (Vol. 1): Prentice Hall Upper Saddle River, New Jersey.
Gugenheimer, J., Wolf, D., Haas, G., Krebs, S., & Rukzio, E. (2016). SwiVRChair. Paper presented at the Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems - CHI'16.
Hettinger, L. J., & Riccio, G. E. (1992). Visually induced motion sickness in virtual environments. Presence: Teleoperators & Virtual Environments, 1(3), 306-310.
Jun, J., Jung, M., Kim, S.-Y., & Kim, K. (2018). Full-Body Ownership Illusion Can Change Our Emotion. Paper presented at the Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems - CHI '18.
Kondo, R., Sugimoto, M., Minamizawa, K., Hoshi, T., Inami, M., & Kitazaki, M. (2018). Illusory body ownership of an invisible body interpolated between virtual hands and feet via visual-motor
synchronicity. Scientific reports, 8(1), 7541.
Lin, J.-W., Duh, H. B.-L., Parker, D. E., Abi-Rached, H., & Furness, T. A. (2002). Effects of field of view on presence, enjoyment, memory, and simulator sickness in a virtual environment. Paper presented at the Proceedings ieee virtual reality 2002.
Lin, Y.-C., Chang, Y.-J., Hu, H.-N., Cheng, H.-T., Huang, C.-W., & Sun, M. (2017). Tell Me Where to Look. Paper presented at the Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems - CHI '17.
Lin, Y.-T., Liao, Y.-C., Teng, S.-Y., Chung, Y.-J., Chan, L., & Chen, B.-Y. (2017). Outside-In. Paper presented at the Proceedings of the 30th Annual ACM Symposium on User Interface Software and Technology - UIST '17.
McKee, R. (1997). Substance, structure, style, and the principles of screenwriting.
Milk, C. (2015). How virtual reality can create the ultimate empathy machine. Retrieved from
Oculus, V. (2016). LLC. 2016. Oculus Best Practices. In: Technical Report.
Oculus, V. (2017). Oculus Best Practices. Retrieved from
Pavel, A., Hartmann, B., & Agrawala, M. (2017). Shot Orientation Controls for Interactive Cinematography with 360 Video. Paper presented at the Proceedings of the 30th Annual ACM Symposium on User Interface Software and Technology - UIST '17.
Peck, T. C., Seinfeld, S., Aglioti, S. M., & Slater, M. (2013). Putting yourself in the skin of a black avatar reduces implicit racial bias. Conscious Cogn, 22(3), 779-787. Retrieved from
Prothero, J. D., & Parker, D. E. (2003). A Unified Approach to Presence and Motion Sickness. Virtual and adaptive environments: Applications, implications, and human performance issues, 47.
Rothe, S., Hußmann, H., & Allary, M. (2017). Diegetic cues for guiding the viewer in cinematic virtual reality. Paper presented at the Proceedings of the 23rd ACM Symposium on Virtual Reality Software and Technology - VRST '17.
Ryan, M.-L. (2001). Narrative as virtual reality. Immersion and Interactivity in Literature.
Serrano, A., Sitzmann, V., Ruiz-Borau, J., Wetzstein, G., Gutierrez, D., & Masia, B. (2017). Movie editing and cognitive event segmentation in virtual reality video. ACM Transactions on Graphics, 36(4), 1-12. doi:10.1145/3072959.3073668
Sheikh, A., Brown, A., Watson, Z., & Evans, M. (2016). Directing attention in 360-degree video.
Shin, D. (2018). Empathy and embodied experience in virtual environment: To what extent can virtual reality stimulate empathy and embodied experience? Computers in Human Behavior, 78, 64-73. doi:10.1016/j.chb.2017.09.012
Sitzmann, V., Serrano, A., Pavel, A., Agrawala, M., Gutierrez, D., Masia, B., & Wetzstein, G. (2018). Saliency in VR: How Do People Explore Virtual Environments? IEEE Trans Vis Comput Graph, 24(4), 1633-1642. Retrieved from
Slater, M., & Usoh, M. (1994). Body centred interaction in immersive virtual environments. Artificial life and virtual reality, 1(1994), 125-148.
Unseld, S. (2015). 5 Lessons Learned While Making Lost. Retrieved from
White, G. (2012). On immersive theatre. Theatre Research International, 37(3), 221-235.
Xiao, R., & Benko, H. (2016). Augmenting the Field-of-View of Head-Mounted Displays with Sparse Peripheral Displays. Paper presented at the Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems - CHI '16.
Description: 碩士
Source URI:
Data Type: thesis
Appears in Collections:[數位內容碩士學位學程] 學位論文
[數位內容碩士學位學程] 學位論文

Files in This Item:

File SizeFormat
200101.pdf127288KbAdobe PDF86View/Open

All items in 學術集成 are protected by copyright, with all rights reserved.

社群 sharing