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<article article-type="research-article" dtd-version="1.3" xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xml:lang="ru"><front><journal-meta><journal-id journal-id-type="publisher-id">vgik</journal-id><journal-title-group><journal-title xml:lang="ru">Вестник ВГИК</journal-title><trans-title-group xml:lang="en"><trans-title>Vestnik VGIK</trans-title></trans-title-group></journal-title-group><issn pub-type="ppub">2074-0832</issn><issn pub-type="epub">2713-2471</issn><publisher><publisher-name>ВГИК</publisher-name></publisher></journal-meta><article-meta><article-id custom-type="elpub" pub-id-type="custom">vgik-1019</article-id><article-categories><subj-group subj-group-type="heading"><subject>Research Article</subject></subj-group><subj-group subj-group-type="section-heading" xml:lang="ru"><subject>КИНОЯЗЫК И ВРЕМЯ | ГЕНЕЗИС ОБРАЗА</subject></subj-group><subj-group subj-group-type="section-heading" xml:lang="en"><subject>FILM LANGUAGE AND TIME | IMAGE GENESIS</subject></subj-group></article-categories><title-group><article-title>Эволюция изобразительных средств VR-кинематографа</article-title><trans-title-group xml:lang="en"><trans-title>The Evolution of Visual Instruments of VR Cinema</trans-title></trans-title-group></title-group><contrib-group><contrib contrib-type="author" corresp="yes"><name-alternatives><name name-style="eastern" xml:lang="ru"><surname>Маткин</surname><given-names>А. В.</given-names></name><name name-style="western" xml:lang="en"><surname>Matkin</surname><given-names>Aleksei V.</given-names></name></name-alternatives></contrib></contrib-group><pub-date pub-type="collection"><year>2019</year></pub-date><pub-date pub-type="epub"><day>06</day><month>02</month><year>2025</year></pub-date><volume>11</volume><issue>3(41)</issue><fpage>42</fpage><lpage>52</lpage><permissions><copyright-statement>Copyright &amp;#x00A9; Маткин А.В., 2024</copyright-statement><copyright-year>2024</copyright-year><copyright-holder xml:lang="ru">Маткин А.В.</copyright-holder><copyright-holder xml:lang="en">Matkin A.V.</copyright-holder><license xml:lang="ru" license-type="creative-commons-attribution" xlink:href="https://creativecommons.org/licenses/by/4.0/" xlink:type="simple"><license-p>Данная работа распространяется под лицензией Creative Commons Attribution 4.0.</license-p></license><license xml:lang="en" license-type="creative-commons-attribution" xlink:href="https://creativecommons.org/licenses/by/4.0/" xlink:type="simple"><license-p>This work is licensed under a Creative Commons Attribution 4.0 License.</license-p></license></permissions><self-uri xlink:href="https://www.vestnik-vgik.com/jour/article/view/1019">https://www.vestnik-vgik.com/jour/article/view/1019</self-uri><abstract><p>Статья посвящена феномену VR-кинематографа, его выра-зительной системе: исследуются генезис, специфика, струк-тура. Выявляются факторы, определяющие становлениетворческого метода VR-кино, анализируются типологиче-ские мизансцены, описывается механизм их синтеза. Обосно-вываются основные принципы становления художественнойуникальности VR-кино.</p></abstract><trans-abstract xml:lang="en"><p>The author states the achievement by virtual reality technology of acertain stage of maturity. Virtual reality equipment as a means of film exhibitionnot only determines our aesthetic experience but fundamentally changes filmlanguage — the duration of a film and particular takes, their composition, thespecifics of inter-shot and intra-shot editing, etc. The essay explores the visualsystem of VR cinema, a phenomenon which is gaining more and more spectatorpopularity.Defining the depth of immersiveness as the fundamental difference betweentraditional and VR cinema, the author identifies aspects characteristic of thelatter — aspects determining its creative method. Among them is limited length(the duration of a typical VR film rarely exceeds 15–20 minutes), a 360-degreeview, the representation of spherical space (for example, the viewer does notsee anything more than shown to him in the film), and interactivity, whichmanifests itself in the spectator's freedom of to choose the area of focus andborrows elements of gaming practices.The essay analyzes typical mise en scènes and highlights the basic ones. Themost important aim of mise en scène along the first person axis is to give theviewer an opportunity to feel in a different way, to look at the world with otherpeople's eyes. In passive mise en scène along the third person radius, where theaxis of movement is absent, the semantic center of is expressed not so clearly. Thistype implies the viewer's aspiration to study the surrounding space. The thirdtype is active mise en scène along the third person radius, which corresponds tothe look of an active full participant in the shown events — instead of the lookof an abstract observer from the inside. The essay describes the mechanism ofsynthesis of mise en scènes with the aim of obtaining a new artistic quality.The author emphasizes such aspects of the artistic uniqueness of VR cinemaas expressive minimalism, minimization of the value of editing, and newattitudes towards camera work. In conclusion, he describes the current state ofVR cinema and looks at the basic principles of the development of its artisticuniqueness.</p></trans-abstract><kwd-group xml:lang="ru"><kwd>виртуальная реальность</kwd><kwd>VR-кинематограф</kwd><kwd>360 градусов</kwd><kwd>мизансцена</kwd></kwd-group><kwd-group xml:lang="en"><kwd>virtual reality</kwd><kwd>VR films</kwd><kwd>immersive video</kwd><kwd>360 degrees</kwd><kwd>mise en scènes UDC 791 Aleksei V. Matkin Post-Graduate Student</kwd><kwd>Department of Film Studies</kwd><kwd>Sergei Gerasimov All-Russian State Institute of Cinematography The Evolution of Visual Instruments of VR Cinema</kwd></kwd-group></article-meta></front><back><ref-list><title>References</title><ref id="cit1"><label>1</label><citation-alternatives><mixed-citation xml:lang="ru">Белов Е. Виртуальная реальность: пути развития и жанры. URL: https://tvkinoradio.ru/ article/article9512-virtualnaya-realnost-puti-razvitiya-i-zhanri (дата обращения: 01.04.2018).</mixed-citation><mixed-citation xml:lang="en">Belov E. Virtualnaya realnost: puti razvitiya i ganri [Virtual reality: paths and genres].</mixed-citation></citation-alternatives></ref><ref id="cit2"><label>2</label><citation-alternatives><mixed-citation xml:lang="ru">Бобылев И. Волшебные очки // Искусство кино, No 1–2, 2018. 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