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A Study on Applying Proxemics to Camera Position in VR Animation

  • Qu, Lin (Arcade Game Regional Innovation Center, Dongseo University) ;
  • Yun, Tae-Soo (Department of Visual Contents, Dongseo University)
  • Received : 2021.06.16
  • Accepted : 2021.06.25
  • Published : 2021.08.31

Abstract

With the development of science and technology, virtual reality (VR) has become increasingly popular, being widely used in various fields such as aviation, education, medical science, culture, art, and entertainment. This technology with great potential has changed the way of human-computer interaction and the way people live and entertain. In the field of animation, virtual reality also brings a new viewing form and immersive experience. The paper demonstrates the production of VR animation and then discusses camera's position in VR animation. Where to place the VR camera to bring a comfortable viewing experience. The paper, with the proxemics as its theoretical framework, proposes the hypothesis about the camera position. Then the hypothesis is verified by a series of experiments in animation to discuss the correlation between camera position and proxemics theory.

Keywords

References

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