CHAPTER TWO
LITERATURE REVIEW
2.1 Introduction
Literature Review is a crucial part of any research work which affords the researcher the
opportunity of knowing what areas has been covered, what remains to be covered, and what
techniques to employ in the investigation. And this literature review will house the
conceptual framework, theoretical framework, and empirical review.
2.2 Conceptual Framework
The conceptual framework provides the foundation for understanding the integration and
impact of Virtual Reality (VR) in the cinematic environment. This framework encompasses
several key concepts that are critical to the research:
2.2.1 Immersion
Immersion refers to the depth of engagement and presence that users experience within a VR
environment. This concept is central to VR's ability to transform cinematic experiences,
allowing viewers to feel as though they are part of the virtual world. Factors influencing
immersion include visual fidelity, spatial audio, interactivity, and the degree of realism in the
VR environment (Slater & Wilbur, 1997). The immersive medium of Virtual Reality (VR),
which involves presenting first-person experiences through the use of a head-mounted
display and headphones, enables users to experience synthetic environments as if they were
physically present. This concept arguably began with Ivan Sutherland’s work in 1968. By the
early 1990s, advances in computer technologies led to significant investments from
established manufacturers like Silicon Graphics, Sun Microsystems, and Evans & Sutherland,
as well as the creation of numerous VR start-up companies such as VPL, Division, and
Virtuality. However, the technology at that time was not sufficiently mature or affordable for
viable commercial exploitation, causing the market to stall. Schnipper’s (2014) article, “The
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Rise and fall and Rise of Virtual Reality,” includes insightful interviews by Robertson and
Zelenko (2014) with key players from that era. Only recently, with the advent of inexpensive,
high-powered computer processing and display systems, has VR begun to achieve
commercial viability and public adoption. A crucial factor in this resurgence has been the
development of Cinematic Virtual Reality (CVR).
Although a formal definition of CVR is still emerging, it generally refers to an immersive VR
experience where users can look around synthetic worlds in 360 degrees, often with
stereoscopic views and audio specifically designed to enhance the realism of the virtual
environment. Unlike traditional VR, which typically generates virtual worlds through real-
time graphics processing and audio triggers, CVR uses pre-rendered picture and sound
elements, allowing the quality of these assets to approach that found in high-end television or
feature films. CVR programs began to appear around 2015, driven by major initiatives from
companies like Google, Jaunt VR, and The New York Times. Google launched its Cardboard,
a low-cost head-mounted display that utilizes mobile phones. Jaunt VR, founded in 2013 and
backed by major investments from Google, Disney, and CMC, aims to deliver a high level of
realism in VR experiences. In late 2016, The New York Times launched "The Daily 360," a
site that releases CVR programs regularly, making it one of the largest producers and
distributors of CVR content. These initiatives often involved collaborations with Hollywood,
featuring major actors and directors to elevate the medium's profile.
CVR programs have been created across various genres, including fashion advertisements
(Gaultier, 2016), travel promotions (Lufthansa, 2016), and sports-based content (Mountain
Dew, 2016; GoPro, 2016). Most projects are either non-fiction, such as "Fighting Cholita
Wrestlers" (Bracken, Shastri, and Mullin, 2016) and "Rapid Fire: A Brief History of Flight"
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(Starr-Dewar, 2016), or action-based narratives like "Escape the Living Dead" (Lewis, 2016)
and "Help" (Lin, 2015). Program durations vary widely, from short clips of under a minute to
medium-length projects of about twenty minutes, and even multi-part series like "Invisible"
(Liman, 2016). A core difference between traditional VR and CVR is the user’s ability to
move autonomously within the virtual world. In CVR, this is restricted to choosing an angle
from which to view the scene, making CVR experiences linear presentations dictated by the
media assets' duration. This suggests that CVR production techniques represent a new type of
filmmaking, where established techniques could be adapted for this medium. Filmmakers like
Doug Liman, Justin Lin, and Eric Darnell have experimented with CVR, acknowledging
fundamental differences from traditional filmmaking. Liman, for instance, highlights the need
to rethink storytelling for VR to avoid it feeling like a filmed play. Research into applying
filmmaking techniques to VR has been limited but notable. Bates (1991) discussed the need
for a “deep structure” in virtual worlds and the importance of “suspension of disbelief,”
proposing the development of VR production grammars analogous to traditional filmmaking
methods. More recent studies by Chang (2016), Cho et al. (2016), Syrett, Calvi, and van
Gisbergen (2016), and Nilsson et al. (2016) explore various aspects of CVR, including user
engagement, narrative comprehension, and guiding user attention within a 360-degree space.
These studies indicate that while CVR has unique challenges, it offers new opportunities for
storytelling and filmmaking.
2.2.2 Interactivity
Interactivity in VR cinema allows viewers to influence the narrative or explore the
environment actively. This contrasts with the passive viewing experience of traditional films.
Interactivity can range from simple choices that affect the storyline to full exploration of a
virtual world, enhancing engagement and personalizing the viewing experience (Mateer,
2017).
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2.2.3 Narrative Structure
The narrative structure in VR differs significantly from traditional cinema. VR requires non-
linear and often branched storytelling techniques, where the sequence of events can change
based on user interactions. This requires innovative approaches to scriptwriting and directing
to maintain narrative coherence and emotional impact (Bucher, 2018).
2.2.4 Presence
Presence is the psychological state in which users perceive themselves to be in the virtual
environment rather than the physical one. High levels of presence are achieved through
realistic graphics, natural interactions, and immersive audio, contributing to the overall
effectiveness of VR as a storytelling medium (Freeman et al., 2017).
Presence is the term developed to assess the level of transportation within Virtual Reality.
Biocca (2002) defines it as a state where “our awareness of the medium disappears and we
are pushed through the medium to sensations that approach direct experience.” While this is
useful as a broad definition directly related to transportation, Heeter’s definition of three
distinct types of presence (1992, 263-4) is more useful in the comparison of transportation
across media as it addresses the different means of immersion possible in VR:
Social presence refers to the extent to which other beings (Living or Synthetic) also exist in
the world and appear to react to you(...) Social presence may derive from conversing with
other human beings, or from interacting with animated characters.
Environmental presence refers to the extent to which the environment itself appears to know
that you are there (e.g., via interaction with or modification of physical objects or setting) and
to react to you (...) If the environment knows you are there, that may contribute to you
believing that you are there.
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Personal presence is based in part on simulating real world perceptions. You know you are
"there" because sounds and images in the virtual world respond like the real world to your
head movements.
Of these three sub-definitions only the last is relevant to Cinematic Virtual Reality given the
lack of true interaction with the environment and the linear presentation used within the
medium. Experience to maximize presence and thus transportation, as discussed by Slater and
Wilbur (1997). Three of these are directly relevant to Cinematic Virtual Reality:
1. The rules of interaction must be clear - how, where and when the viewer can move or
change viewpoint.
2. Navigation must be simple and intuitive - enabling movement without distracting from
visual or aural elements that facilitate transportation.
3. Movement within the environment must be smooth - with consistent increases or
decreases in speed and no apparent visual artifacts when perspective is changed (e.g. seams
between cameras used in creating 360 degree video)
While at first glance it would seem that the first and second are addressed almost by default
given the limitations in CVR world navigation, it is argued here that they still warrant
detailed consideration by the filmmaker, particularly if transitions between scenes are to be
used. Unlike film, grammars for interaction and navigation are not yet mature enough to be
considered standardised thus it is important that they are considered in relation to other
directorial choices made. As an example, navigation used in CVR projecs such as Invasion!
(2016), invisible (2016) and Great performers: LA Noire (2016) is completely transparent and
does not use interface icon, relying solely on the viewer to physically orient his or her head to
change the viewpoint of the scene. This arguably gives the best chance for full transportation
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although there is the risk that the viewer misses key action if the viewpoint is in the wrong
direction. Other projects, such as Escape the Living Dead (2016), employ an opposite
approach utilizing an icon-based map to indicate to the viewer where to look at any given
time. While this minimizes the risk of the view missing important story points, it also makes
the viewer acutely aware of the artifice of the viewing medium. The impact of design on
transportation is an interesting area for further investigation.
2.3 Theoretical Framework
The theoretical framework explores the underlying theories that support the study of VR in
the cinematic environment.
2.3.1 Transportation Theory
“Transportation” is defined by Green and Brock (2000, 701) as absorption into a story
(entailing) imagery (...) and attentional focus and an integrative melding of attention, imagery
and feelings. They suggest that someone who is transported may be less aware of real-world
facts that contradict assertions made in the narrative and may experience strong emotions (...)
even when they know the events in the story are not real (ibid, 702). Although transportation
theory was originally developed for analysis of engagement with written stories, it is
designed to be platform agnostic. ...
The term “reader” may be construed to include listeners, viewers or any recipient of narrative
information (irrespective of whether it is) fictional or nonfictional (ibid, 702); the key
psychological ingredients of the transportation experience are assumed to take place
regardless of modality of Communication Green and Brock (2004, 312).
Transportation is not unique to medium or genre and requires that the recipient be able to
develop a compelling mental model of the narrative world and circumstance, including
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knowledge of character or subject; full transportation equals full concentration equals full
engagement. It is argued here that, since transportation theory can be used as a means of
considering and measuring engagement across media, it is well suited to exploring the
applicability of techniques to achieve transportation between film and Virtual Reality
classically defined as “suspense of disbelief” in film and “presence” in VR.
2.3.2 Presence Theory
Presence Theory posits that the effectiveness of a VR environment is determined by the
degree to which users feel present within it. According to this theory, presence is influenced
by the sensory richness of the VR experience and the degree of control users have over their
environment. High presence leads to more engaging and impactful experiences (Slater &
Wilbur, 1997).
2.3.3 Media Richness Theory
Media Richness Theory (Daft & Lengel, 1986) suggests that the richness of a communication
medium is defined by its ability to transmit information effectively and reduce ambiguity. VR
is considered a rich medium due to its ability to convey multiple cues simultaneously, such as
visual, auditory, and interactive elements, making it highly effective for immersive
storytelling.
2.3.4 User Engagement Theory
User Engagement Theory explores the factors that contribute to the depth and duration of
user involvement with media content. In the context of VR, engagement is enhanced by
immersive experiences, interactivity, and narrative depth. This theory helps explain why VR
can potentially generate more profound and lasting impressions on viewers compared to
traditional media (O’Brien & Toms, 2008).
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2.3.5 Cognitive Load Theory
Cognitive Load Theory (Sweller, 1988) addresses the mental effort required to process
information. In VR, managing cognitive load is crucial as overly complex environments or
interactions can overwhelm users, reducing the effectiveness of the experience. Balancing
sensory input and interactive elements is essential to maintaining user engagement without
causing cognitive overload.
2.4 Empirical Review
The empirical review examines existing research studies and practical implementations of VR
in the cinematic environment:
2.4.1 Technological Advancements and Their Impact in VR Cinema
Empirical studies have demonstrated significant advancements in VR technology that
enhance the cinematic experience. For example, Freeman et al. (2017) found that
improvements in head-tracking and spatial audio significantly increase user immersion and
presence. Similarly, LaViola (2000) highlighted the importance of reducing latency and
motion sickness to improve user comfort and engagement. The integration of VR into the
cinematic environment is largely driven by technological innovations. VR headsets, such as
Oculus Rift, HTC Vive, and PlayStation VR, have revolutionized the way audiences
experience films. These devices provide immersive 360-degree visuals and spatial audio,
creating a sense of presence and interactivity that traditional films cannot match (Slater &
Wilbur, 1997). Studies by Freeman et al. (2017) highlight that VR's immersive capabilities
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stem from its ability to simulate a convincing reality, engaging multiple senses
simultaneously. This multi-sensory engagement is crucial for creating the illusion of
presence, where viewers feel as though they are part of the virtual world. Advances in real-
time rendering, haptic feedback, and motion tracking further enhance this experience (Jerald,
2015).
However, technological challenges remain. According to Bolas (2013), issues such as motion
sickness, limited field of view, and the high cost of VR equipment pose significant barriers to
widespread adoption. Efforts to address these challenges include improving display
resolution, reducing latency, and developing more affordable VR systems. In the early stage
of the development of virtual reality technology, it was widely used in the game field relying
on post –modeling software to construct a virtual game situation, and film art is an
independent segment composed of a single lens, and then a complete story constructed by
multiple independent segment. Although, both games and movies have entertainment
functions, compared with games, the art of movie pays more attention to shooting. Highly
immersive scene construction and shooting methods are the basis for realizing movie art. For
film works produced by Virtual Reality, high-quality and superior-performance professional
photography equipment such as 360 – degree cameras, three dimensional cameras, light field
cameras, and motion capture systems that can be filmed in all directions must be used. Not
only that, if viewers want to be able to hear the dialogue of the characters in the film, or to
watch the fighting scenes of the characters at close range from various angles, they need to
wear a head-mounted device with similar functions as 3D glasses. But these to a certain
extent, the device has problems such as light leakage, reception delay, or dizziness of the
viewer.
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Virtual Reality technology improves the quality of film art. Another main feature of Virtual
Reality technology is “Communication and Interactivity”, which means that the audience can
freely obtain desired objects, choose their own location, and observe in a certain Virtual
situation. The detailed characteristics of the characters in the situation. Different from
traditional two dimensional space works, the audience only passively receives the emotions
of the picture that the filmmakers hopes to express through the large screen from long
distance. The film produce by Virtual Reality technology allows the audience to freely choose
the scene or details they want to pay attention to, and this requires that more attention should
be paid to the plot, scene layout and prop design of the work. Not only must a more compact
storyline be used to attract the attention of the audience. At the same, the scene props in the
work must match the content of the plot. In order to enable the audience to enter the plot
immersively. For actors, films made with VR technology can shorten the distance between
the audience and the actors. Therefore, the actors are required to be more refined in their
performances. It can be seen that VR technology can improve the quality of film.
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Reference
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CHAPTER THREE
METHODOLOGY
3.1 Introduction
This chapter contain the research methodology procedure to explore the impact of virtual
reality (VR) in the cinematic environment. A mixed-method approach, incorporating both
qualitative and quantitative data collection methods, was adopted to provide a comprehensive
understanding of the subject. Specifically, this chapter details the use of interviews and
questionnaires to gather in-depth insights and broad patterns from key stakeholders in the
Virtual Reality industry and audiences.
3.2 Research Method
Research methods refer to the specific procedures, techniques, and tools used to gather and
analyze data in a research study (Abutabenjeh & Jaradat, 2018). They provide a systematic
framework for conducting research and obtaining reliable and valid results (Sekaran &
Bougie, 2016). The study employ the use of mixed-methods (Qualitative and Quantitative) to
thoroughly examine the effects of virtual reality (VR) on cinematic environment. Through the
use of qualitative techniques involves case studies, and interviews. While quantitative
approaches like surveys and content analysis will yield statistical data that will deepen our
understanding of audience perceptions and engagement metrics. In other words, the study
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utilizes a mixed-methods research design, which combines qualitative and quantitative
approaches to leverage the strengths of both. This design is particularly suited for exploring
the complex and multifaceted impact of VR in cinema, allowing for a holistic analysis that
encompasses both subjective experiences and objective data. In other words, the study
utilizes a mixed-methods research design, which combines qualitative and quantitative
approaches to leverage the strengths of both. This design is particularly suited for exploring
the complex and multifaceted impact of VR in cinema, allowing for a holistic analysis that
encompasses both subjective experiences and objective data.
3.2.1 Qualitative Approach
The qualitative approach focuses on understanding the experiences and perspectives of VR
filmmakers, industry experts, and audience members. This involves:
i) Interviews: Conducting in-depth, semi-structured interviews with VR
filmmakers, directors, producers, and technical experts to gather insights into the
artistic and technical challenges of VR production.
ii) Case Studies: The case study approach involves an in-depth, contextual analysis of
specific instances where virtual reality (VR) has been integrated into the cinematic
environment. This method provides a comprehensive understanding of the real-world
application, challenges, and impacts of VR in film.
3.2.2 Quantitative Approach
In quantitative research, Edmonds and Kennedy (2016) stated that “the emphasis of the
researcher is on collecting scores that measures distinct attributes of the population”. This
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study will therefore use survey in the collection of data in order to investigate the impact of
virtual reality technology on Nigeria Cinematic Environment and explore its implications for
storytelling and audience engagement. The quantitative approach aims to measure audience
reception and engagement with VR cinema. This involves:
i) Surveys: Distributing structured questionnaires to a large sample of viewers to collect data
on their experiences, satisfaction levels, and willingness to adopt VR technology for
cinematic purposes. A survey is a research method that involves gathering data from a sample
of individuals or groups through the use of standardized questionnaires (Mohajan, 2020). It is
a widely used method for collecting information on various topics and allows researchers to
gather data from a large number of participants in a relatively efficient manner (Fowler
2013).
3.3 Data Collection Methods
The research employs multiple data collection methods to ensure comprehensive data
gathering.
3.3.1 Interviews
i) Participant: 15-20 VR filmmakers, directors, and technical experts.
ii) Procedure: Conduct face-to-face or virtual interviews, each lasting approximately 60
minutes. Use a semi-structured interview guide to ensure consistency while allowing
flexibility for participants to share detailed insights.
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iii) Topics to be covered: Technical challenges, narrative techniques, production costs,
audience engagement, and future prospects.
3.3.2 Surveys
i) Sample Size: 10-15 respondents, selected through stratified random sampling to ensure
demographic diversity.
ii) Procedure: Physical distribution of questionnaires, the survey will include multiple-
choice questions, and open-ended questions.
iii) Topics to be covered: Viewing habits, VR cinema experiences, satisfaction levels, and
barriers to adoption.
3.4 Data Analysis Techniques
The research employs different data analysis techniques for qualitative and quantitative data.
3.4.1 Qualitative Data Analysis
Thematic Analysis: Transcribe interview and analyze them using thematic analysis to
identify key themes and patterns.
Content Analysis: Examine open-ended survey responses and qualitative feedback from
experiments to identify recurring themes and sentiments.
3.4.2 Quantitative Data Analysis
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Descriptive Statistics: Use descriptive statistics to summarize survey responses, including
measures of central tendency and dispersion.
Inferential Statistics: Apply inferential statistical tests (e.g., t-tests, chi-square tests) to
compare responses between different groups and assess the significance of differences
observed.
3.5 Ethical Considerations
Ethical considerations are paramount to ensure the integrity and validity of the research.
Informed Consent: Obtain informed consent from all participants, ensuring they are aware
of the study's purpose, procedures, and their right to withdraw at any time.
Confidentiality: Ensure the confidentiality of participants' data by anonymizing responses
and securely storing data.
Minimizing Harm: Take steps to minimize any potential harm or discomfort to participants,
particularly in experiments involving biometric measures.
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