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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 pub-id-type="doi">10.17816/VGIK64347</article-id><article-id custom-type="elpub" pub-id-type="custom">vgik-7</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>ПЕРФОРМАНC</subject></subj-group><subj-group subj-group-type="section-heading" xml:lang="en"><subject>PERFORMANCE</subject></subj-group></article-categories><title-group><article-title>VR-технологии в анимации</article-title><trans-title-group xml:lang="en"><trans-title>VR-technologies in Animation</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>Яровая</surname><given-names>Н. Ю.</given-names></name><name name-style="western" xml:lang="en"><surname>Yarovaya</surname><given-names>N. U.</given-names></name></name-alternatives><bio xml:lang="en"><p>Senior lecturer at the department of Screen Arts, doctoral candidate in arts</p></bio><xref ref-type="aff" rid="aff-1"/></contrib></contrib-group><aff xml:lang="en" id="aff-1"><institution>VGIK (Rostov-on-the-Don branch)</institution><country>Russian Federation</country></aff><pub-date pub-type="collection"><year>2021</year></pub-date><pub-date pub-type="epub"><day>21</day><month>03</month><year>2024</year></pub-date><volume>13</volume><issue>1(47)</issue><fpage>46</fpage><lpage>57</lpage><permissions><copyright-statement>Copyright &amp;#x00A9; Яровая Н.Ю., 2024</copyright-statement><copyright-year>2024</copyright-year><copyright-holder xml:lang="ru">Яровая Н.Ю.</copyright-holder><copyright-holder xml:lang="en">Yarovaya N.U.</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/7">https://www.vestnik-vgik.com/jour/article/view/7</self-uri><abstract><p>В статье анализируются VR-опыты создания анимационных произведений с погружением в виртуальную среду. Рассматриваются художественные приемы, композиционные и стилистические решения, используемые при создании анимации в VR-среде с целью эстетического воздействия на зрителя. Получение зрителем глубокого чувственного опыта становится возможным в результате открытия аниматорами новых граней воздействия виртуального повествования и наработки навыков создания виртуальных миров с помощью совершенствующихся компьютерных технологий.</p></abstract><trans-abstract xml:lang="en"><p>The article analyzes animated VR-experiences created by immersing an animation director or artist in virtual reality. Computer technologies, combined with the talent and creative skills of animators, allow us to find new approaches to creating narratives in virtual reality during experiments.When creating stories in VR-environments directors face questions about changing the principles of editing animated works, changing the limiting borders of the frame, about the lack of control over the viewer's gaze and actions, the answers to which allow the authors to come to their own stylistic decisions and find new artistic approaches to creating animated narrative.In virtual reality, the artist controls the sensor manipulators and the functionality of a VR modeling software tool in order to create a special spectacle and enhance the viewer's experience by creating interesting compositional solutions and stylistically interesting visual images, exciting storylines. Immersing the recipient in a virtual narrative has more emotional impact than watching an animated work on screen. The immersion effect, accompanies by new sensations, is achieved by switching perceptual organs from visual images, to sound or tactile sensations, for interactive participation with the possibility of interaction with objects of animation or surrounding space.The progress of technology and the growing number of users stimulate animators to create experiments in virtual reality. These experiments provide the basis for studying animated works created in VR and for viewing in VR, in terms of its artistic, aesthetic and emotional components, as well as its perception by the viewer.</p></trans-abstract><kwd-group xml:lang="ru"><kwd>VR-experience</kwd><kwd>виртуальная реальность</kwd><kwd>интерактивная анимация</kwd><kwd>эффект погружения</kwd><kwd>360-градусная анимация</kwd><kwd>анимационный VR-опыт</kwd></kwd-group><kwd-group xml:lang="en"><kwd>VR-experience</kwd><kwd>virtual reality</kwd><kwd>interactive animation</kwd><kwd>immersion effect</kwd><kwd>360-degree animation</kwd><kwd>VR Animation Experience</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">Бычков В.В. Эстетика: учебник. М.: КНОРУС, 2012. 528 с.</mixed-citation><mixed-citation xml:lang="en">Bychkov V.V. (2012) Estetika: uchebnik [Aesthetics]. Moscow: KNORUS, 2012. 528 p. 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