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AU

Cinema Unbound

Cinema Unbound

Genre(s) Educational, Documentary

Language(s) English

Format(s) Live action, Cinematic VR, In situ experience

Producer(s) Vrtov (Australia)

Short description

Virtual reality promises to transform not only how films are made and experienced, but also how we conceptualise film itself. Yet its development so far also parallels that of the first decades of cinema - for example, in its reliance on static camera, minimal editing, and a sense of unmediated ‘presentness’. Work still needs to be done to transform VR into a tool for communicating complex narratives. ‘Cinema Unbound’ takes a first step in this direction. It explores the relationship between cinema history and the present and future of VR through three separate but thematically-connected episodes, each directed by a leading essay film-maker: ‘Cinema Unframed’ by Charlie Lyne, ‘Cinema Uncut’ by Richard Misek, and ‘Cinema Unmixed’ by Kogonada. Each 7-10 minute episode will allow users to explore and think through one of the key paradigm shifts associated with rise of VR: the transformation of the letterbox frame into 360˚ space, the abandonment of continuity editing and montage, and the dissolution of the traditional 'sound mix' into an interactive binaural soundscape. The overall VR film will be designed for installation in cinema auditoria and live experience through Oculus Rift. Taking place in a cinema auditorium but using VR headsets, ‚Cinema Unbound’ will allow cinema and VR to explore each others’ limits.

Expected budget : 102 K€
Expected production date : 2018

Involved partners

Arts and Humanities Research Council UK
51 K€

Creative team

Charlie Lyne
Filmmaker
Richard Misek
Filmmaker
Kogonada
Filmmaker
Oscar Raby
Art director
Katy Morrison
Producer
Richard Misek
Producer

How innovative is the project

VR allows moving images to achieve previously unimaginable degrees of immersion. Less clear, so far, are the goals that this immersive power can be put to. The key innovation of ‘Cinema Unbound’ is that it harnesses VR for the educational goal of exploring film history. In addition, by demonstrating how the ‘traditional’ cinematic techniques of framing, editing, and voice-over can be incorporated into VR, it suggests ways in which VR can achieve more than just immersive experiences.

Project holder(s)

Richard Misek

Film-maker