Please use this identifier to cite or link to this item: http://bura.brunel.ac.uk/handle/2438/25199
Full metadata record
DC FieldValueLanguage
dc.contributor.authorBodini, A-
dc.contributor.authorColecchia, F-
dc.contributor.authorManohar, A-
dc.contributor.authorHarrison, D-
dc.contributor.authorGaraj, V-
dc.date.accessioned2022-09-13T13:50:46Z-
dc.date.available2022-09-13T13:50:46Z-
dc.date.issued2022-09-14-
dc.identifierORCID iDs: Federico Colecchia https://orcid.org/0000-0001-7447-7117; Arthi Manohar https://orcid.org/0000-0002-9279-3604; David Harrison https://orcid.org/0000-0002-1180-8924; Vanja Garaj https://orcid.org/0000-0002-1661-597X.-
dc.identifier.citationBodini, A. et al. (2023) 'Using immersive technologies to facilitate location scouting in audiovisual media production: a user requirements study and proposed framework', Multimedia Tools and Applications, 82 (8), pp. 12379 - 12400 (22). doi: 10.1007/s11042-022-13680-8.en_US
dc.identifier.issn0942-4962-
dc.identifier.urihttps://bura.brunel.ac.uk/handle/2438/25199-
dc.description.abstractCopyright © The Author(s) 2022. In common with many industries, the audiovisual sector is likely to be transformed by real-time graphic engines in combination with immersive technologies such as Virtual Reality and Augmented Reality. This technological mix enables what is presently known as Virtual Production, introducing a new process to the audiovisual professional, capable of fostering creativity, collaboration, and decision making, while at the same time increasing efficiency. The potential for Virtual Production to transform workflows and creative processes within large-scale productions in the audiovisual sector is significant and includes the prospective introduction of new capabilities for remote co-creation of content. However, barriers to democratisation need to be overcome, particularly in relation to adoption of the technology by small and medium independent productions that generally have limited access to resources and technical knowledge. Following an extensive study of the current literature and involvement in the research of professionals working in the field through online interviews, this article documents a first step towards filling this gap by investigating Virtual Production adoption scenarios for small and medium independent productions. The primary aim is to design intuitive, engaging, and effective solutions to address the needs of Directors, Cinematographers, and Producers. Thanks to the valuable time and experience of industry professionals, this study has gathered user requirements for a Virtual Production design solution capable of facilitating location scouting and pre-production. A novel framework for remote exploration of target locations within immersive environments, co-created with relevant stakeholders, is presented to lay the foundations of future co-design work.-
dc.description.sponsorshipThis work was supported by StoryFutures: Gateway Cluster Partnership for Audiovisual Digital Creativity (AH/S002758/1), a research and development grant by the Arts and Humanities Research Council (AHRC), UK.en_US
dc.format.extent12379 - 12400 (22)-
dc.format.mediumPrint-Electronic-
dc.language.isoen_USen_US
dc.publisherSpringer Natureen_US
dc.rightsCopyright © The Author(s) 2022. Rights and permissions: Open Access. This article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit https://creativecommons.org/licenses/by/4.0/.-
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/-
dc.subjectaudiovisual productionen_US
dc.subjectreal-time graphic enginesen_US
dc.subjectvirtual realityen_US
dc.subjectaugmented realityen_US
dc.subjectvirtual productionen_US
dc.subjectlocation scoutingen_US
dc.titleUsing immersive technologies to facilitate location scouting in audiovisual media production: a user requirements study and proposed frameworken_US
dc.typeArticleen_US
dc.identifier.doihttps://doi.org/10.1007/s11042-022-13680-8-
dc.relation.isPartOfMultimedia Tools and Applications-
pubs.issue8-
pubs.publication-statusPublished-
pubs.volume82-
dc.identifier.eissn1432-1882-
dc.rights.holderThe Author(s)-
Appears in Collections:Brunel Design School Research Papers

Files in This Item:
File Description SizeFormat 
FullText.pdfCopyright © The Author(s) 2022. Rights and permissions: Open Access. This article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit https://creativecommons.org/licenses/by/4.0/.2.32 MBAdobe PDFView/Open


This item is licensed under a Creative Commons License Creative Commons