Peculiarities of Perception and the Place of the Viewer in the “Spherical” Cinematic Space

This article examines the features of perception and the role of the viewer in “spherical” cinema and virtual reality by comparing traditional cinema, “spherical” cinema and interactive VR 360 projects, highlighting the unique characteristics of each format. The author explores the viewer’s interaction with the “spherical” space and its impact on the viewer's attention and memory, the technical and production aspects of filming and their influence on the quality of audiovisual content. The research on the impact of “spherical” films on viewers sheds light on the potential of this innovative media format.

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Publication Details

Journal
Journal of Film Arts and Film Studies
Published
2025-03-20
DOI
https://doi.org/10.69975/2074-0832-2025-63-1-121-146
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
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article

Peculiarities of Perception and the Place of the Viewer in the “Spherical” Cinematic Space

Oleg Vital'evich Dobrynin
Journal of Film Arts and Film Studies
Virtual Reality Applications and Impacts
article

Peculiarities of Perception and the Place of the Viewer in the “Spherical” Cinematic Space

Oleg Vital'evich Dobrynin
article en

Abstract

This article examines the features of perception and the role of the viewer in “spherical” cinema and virtual reality by comparing traditional cinema, “spherical” cinema and interactive VR 360 projects, highlighting the unique characteristics of each format. The author explores the viewer’s interaction with the “spherical” space and its impact on the viewer's attention and memory, the technical and production aspects of filming and their influence on the quality of audiovisual content. The research on the impact of “spherical” films on viewers sheds light on the potential of this innovative media format.

Journal of Film Arts and Film StudiesVol. 17(1(63))
Russian State University of Cinematography named after SA Gerasimov (RU)
Openalex Percentile: Top 96%
Virtual Reality Applications and Impacts
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