
Virtual Reality gives viewers a full 360-degree view to explore. Some films use quick edits while
others leave the camera in a stagnant position but all of them make you a character within the world
they are depicting. As a character, we expect to have at least some response or control from our
passive viewing. Cognitive Film Theory studies have delved into the nuances of our passive viewing
and found that we are more active and cognizant viewers than previously expected. The formal
elements of attention, “characters, actions, perspective and texture”, direct and mold our viewing. In
TV and movies, viewers are forced to view without control of the frame. But Virtual Reality allows
viewers to frame the world presented to them in a way that is most appealing to them. This study
looks to see if the viewers’ choice of frame can be an insight into their taste and narrative expectations
in hopes of turning their choice of frame into passive interaction.
Abstract