skip to main content
10.1145/3581783.3612580acmconferencesArticle/Chapter ViewAbstractPublication PagesmmConference Proceedingsconference-collections
research-article

Feeling Present! From Physical to Virtual Cinematography Lighting Education with Metashadow

Published: 27 October 2023 Publication History

Abstract

The high cost and limited availability of soundstages for cinematography lighting education pose significant challenges for art institutions. Traditional teaching methods, combining basic lighting equipment operation with slide lectures, often yield unsatisfactory results, hindering students' mastery of cinematography lighting techniques. Therefore, we propose Metashadow, a virtual reality (VR) cinematography lighting education system demonstrating the feasibility of learning in a virtual soundstage. Based on the presence theory, Metashadow features high-fidelity lighting devices that enable users to adjust multiple parameters, providing a quantifiable learning approach. We evaluated Metashadow with 24 participants and found that it provides better learning outcomes than traditional teaching methods regarding presence, collaboration, usability, realism, creativity, and flexibility. Six experts also praised the Metashadow's expressiveness and its learning outcomes. Our study demonstrates the potential of VR technology to enhance cinematography lighting education while imposing a smaller cost burden and space requirement.

References

[1]
R Adachi, H Song, and E Cramer. 2019. Using virtual reality to promote travel: An empirical investigation into tourism marketing. In annual conference of National Communication Association (NCA), November, Baltimore, MD.
[2]
Oriyomi Adewale Adenuga. 2016. Adapting cinematic and theatrical lighting to virtual reality storytelling. Ph.D. Dissertation.
[3]
Pekka Alahuhta, Emma Nordb, Anu Sivunen, and Teemu Surakka. 2014. Fostering team creativity in virtual worlds. Journal For Virtual Worlds Research 7, 3 (2014).
[4]
Marylyn Alex, Burkhard C Wünsche, and Danielle Lottridge. 2022. Perceptions of colour pickers and companions in virtual reality art-making. In 2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW). IEEE, 564--565.
[5]
Leonard A Annetta and Shawn Holmes. 2006. Creating presence and community in a synchronous virtual learning environment using avatars. International journal of instructional technology and distance learning 3, 8 (2006), 27--43.
[6]
Alessandro Antonietti and Manuela Cantoia. 2000. To see a painting versus to walk in a painting: an experiment on sense-making through virtual reality. Computers & Education 34, 3--4 (2000), 213--223.
[7]
J Ben Arbaugh. 2000. Virtual classroom characteristics and student satisfaction with internet-based MBA courses. Journal of management education 24, 1 (2000), 32--54.
[8]
Tayebeh Baniasadi, Seyed Mohammad Ayyoubzadeh, and Niloofar Mohammadzadeh. 2020. Challenges and practical considerations in applying virtual reality in medical education and treatment. Oman medical journal 35, 3 (2020), e125.
[9]
Wendy Bolier, Wolfgang Hürst, Guido Van Bommel, Joost Bosman, and Harriët Bosman. 2018. Drawing in a virtual 3D space-introducing VR drawing in elementary school art education. In Proceedings of the 26th ACM international conference on Multimedia. 337--345.
[10]
Blain Brown. 2016. Cinematography: theory and practice: image making for cinematographers and directors. Taylor & Francis.
[11]
Blain Brown. 2021. Cinematography: Theory and practice for cinematographers and directors. Routledge.
[12]
Gyöngyi Bujdosó, Ovidiu Constantin Novac, and Tamás Szimkovics. 2017. Developing cognitive processes for improving inventive thinking in system development using a collaborative virtual reality system. In 2017 8th IEEE international conference on cognitive infocommunications (coginfocom). IEEE, 000079--000084.
[13]
Stephen H Burum. 2007. American cinematographer manual. Vol. 1. American Cinematographer.
[14]
Claire Carolan. 2019. Undergraduate lighting design curriculum and pedagogy in Canada. Ph.D. Dissertation.
[15]
Curtis Clark, David Reisner, Jay Holben, Wendy Aylsworth, Greg Ciaccio, Tim Kang, Jesse Korosi, Patrick Renner, David Hall, Michael Goi, et al. 2022. American Society of Cinematographers Motion Imaging Technology Council Progress Report 2022. SMPTE Motion Imaging Journal 131, 8 (2022), 34--49.
[16]
Barney Dalgarno and Mark JW Lee. 2010. What are the learning affordances of 3-D virtual environments? British journal of educational technology 41, 1 (2010), 10--32.
[17]
Bo Wendy Gao, Chris Zhu, Hongmei Song, and Ianthe M Belisle Dempsey. 2022. Interpreting the perceptions of authenticity in virtual reality tourism through postmodernist approach. Information Technology & Tourism 24, 1 (2022), 31--55.
[18]
Zhengya Gong, Georgi V Georgiev, et al. 2020. Literature review: Existing methods using VR to enhance creativity. In Proceedings of the Sixth International Conference on Design Creativity (ICDC 2020). 117--124.
[19]
Janet Green, Aileen Wyllie, and Debra Jackson. 2014. Virtual worlds: A new frontier for nurse education? Collegian 21, 2 (2014), 135--141.
[20]
Zhenyi He, Ruofei Du, and Ken Perlin. 2020. Collabovr: A reconfigurable framework for creative collaboration in virtual reality. In 2020 IEEE International Symposium on Mixed and Augmented Reality (ISMAR). IEEE, 542--554.
[21]
Antonio Jimeno-Morenilla, José Luis Sánchez-Romero, Higinio Mora-Mora, and Rafael Coll-Miralles. 2016. Using virtual reality for industrial design learning: a methodological proposal. Behaviour & Information Technology 35, 11 (2016), 897--906.
[22]
Sam Kavanagh, Andrew Luxton-Reilly, Burkhard Wuensche, and Beryl Plimmer. 2017. A systematic review of virtual reality in education. Themes in Science and Technology Education 10, 2 (2017), 85--119.
[23]
Patrick Keating. 2009. Hollywood lighting from the silent era to film noir. Columbia University Press.
[24]
Nawel Khenak, Jeanne Vezien, and Patrick Bourdot. 2020. Spatial presence, performance, and behavior between real, remote, and virtual immersive environments. IEEE Transactions on Visualization and Computer Graphics 26, 12 (2020), 3467--3478.
[25]
Igor Kraguljac. 2010. The implementation of chiaroscuro in photography and cinematography. Ph.D. Dissertation. Texas A & M University.
[26]
Kung Wong Lau and Pui Yuen Lee. 2015. The use of virtual reality for creating unusual environmental stimulation to motivate students to explore creative ideas. Interactive Learning Environments 23, 1 (2015), 3--18.
[27]
Hyeopwoo Lee, Hyejin Kim, Diego Vilela Monteiro, Youngnoh Goh, Daseong Han, Hai-Ning Liang, Hyun Seung Yang, and Jinki Jung. 2019. Annotation vs. virtual tutor: Comparative analysis on the effectiveness of visual instructions in immersive virtual reality. In 2019 IEEE International Symposium on Mixed and Augmented Reality (ISMAR). IEEE, 318--327.
[28]
Philip Tin Yun Lee and Michael Chau. 2019. Can immersive systems improve creativity performance? An exploratory study. (2019).
[29]
Vivian WY Lee, Paula Hodgson, Chung-Shing Chan, Agnes Fong, and Sonia WL Cheung. 2020. Optimising the learning process with immersive virtual reality and non-immersive virtual reality in an educational environment. International Journal of Mobile Learning and Organisation 14, 1 (2020), 21--35.
[30]
Jack M Loomis, James J Blascovich, and Andrew C Beall. 1999. Immersive virtual environment technology as a basic research tool in psychology. Behavior research methods, instruments, & computers 31, 4 (1999), 557--564.
[31]
Fabrizia Mantovani, Gianluca Castelnuovo, et al. 2003. The sense of presence in virtual training: enhancing skills acquisition and transfer of knowledge through learning experience in virtual environments. In Being there: Concepts, effects and measurement of user presence in synthetic environments. Ios Press, 167--182.
[32]
Yanni Mei, Jie Li, Huib De Ridder, and Pablo Cesar. 2021. Cakevr: A social virtual reality (vr) tool for co-designing cakes. In Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems. 1--14.
[33]
Zahira Merchant, Ernest T Goetz, Lauren Cifuentes, Wendy Keeney-Kennicutt, and Trina J Davis. 2014. Effectiveness of virtual reality-based instruction on students' learning outcomes in K-12 and higher education: A meta-analysis. Computers & Education 70 (2014), 29--40.
[34]
Sven Nykvist, Bernardo Bertolucci, and Marcello Mastoianni. 2003. Making pictures: a century of European cinematography. Harry N. Abrams.
[35]
Ian Parker. 2001. Absolute powerpoint. The New Yorker 28 (2001), 76--87.
[36]
Gabriele Piccoli, Rami Ahmad, and Blake Ives. 2001. Web-based virtual learning environments: A research framework and a preliminary assessment of effectiveness in basic IT skills training. MIS quarterly (2001), 401--426.
[37]
Ken Pimentel and Kevin Teixeira. 1993. Virtual reality through the new looking glass. (1993).
[38]
Sidney F Ray. 2000. Camera exposure determination. The manual of photography: Photographic and digital imaging 2 (2000).
[39]
Giuseppe Riva, Fabrizio Davide, and Wijnand A IJsselsteijn. 2003. Being there: Concepts, effects and measurements of user presence in synthetic environments. Ios Press.
[40]
James A Russell and Lawrence MWard. 1982. Environmental psychology. Annual review of psychology 33, 1 (1982), 651--689.
[41]
Rafael Sacks, Amotz Perlman, and Ronen Barak. 2013. Construction safety training using immersive virtual reality. Construction Management and Economics 31, 9 (2013), 1005--1017.
[42]
Thomas Schubert, Frank Friedmann, and Holger Regenbrecht. 2001. The experience of presence: Factor analytic insights. Presence: Teleoperators & Virtual Environments 10, 3 (2001), 266--281.
[43]
Thomas B Sheridan et al. 1992. Musings on telepresence and virtual presence. Presence Teleoperators Virtual Environ. 1, 1 (1992), 120--125.
[44]
Jonathan Steuer, Frank Biocca, Mark R Levy, et al. 1995. Defining virtual reality: Dimensions determining telepresence. Communication in the age of virtual reality 33 (1995), 37--39.
[45]
Jonathan A Stevens, J Peter Kincaid, et al. 2015. The relationship between presence and performance in virtual simulation training. Open Journal of Modelling and Simulation 3, 02 (2015), 41.
[46]
Pei-Chen Sun, Ray J Tsai, Glenn Finger, Yueh-Yang Chen, and Dowming Yeh. 2008. What drives a successful e-Learning? An empirical investigation of the critical factors influencing learner satisfaction. Computers & education 50, 4 (2008), 1183--1202.
[47]
Branden Thornhill-Miller and Jean-Marc Dupont. 2016. Virtual reality and the enhancement of creativity and innovation: Under recognized potential among converging technologies? Journal of Cognitive Education and Psychology 15, 1 (2016), 102--121.
[48]
Frank P Tomasulo. 2019. Teaching creativity: a practical guide for training filmmakers, screenwriters, and cinema studies students. Journal of Film and Video 71, 1 (2019), 51--62.
[49]
Theo van Leeuwen and Morten Boeriis. 2016. Towards a semiotics of film lighting. In Film Text Analysis. Routledge, 24--45.
[50]
Ding Xingeng, Liu Jianxiang, et al. 2012. Advantages and disadvantages of PowerPoint in lectures to science students. IJ Education and Management Engineering 9, 1 (2012), 61--65.
[51]
Xinxin Xiu. 2019. Exploration and Practice on Teaching of Immersive Lighting Technology Scene Teaching Based on TOPCARES-CDIO. In 4th International Conference on Contemporary Education, Social Sciences and Humanities (ICCESSH 2019). Atlantis Press, 471--474.
[52]
Xian Xu, Wai Tong, Zheng Wei, Meng Xia, Lik-Hang Lee, and Huamin Qu. 2023. Cinematography in the Metaverse: Exploring the Lighting Education on a Soundstage. In 2023 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW). 571--572. https://doi.org/10.1109/VRW58643.2 023.00128
[53]
Fei Xue, Rongchen Guo, Siyuan Yao, Luxin Wang, and Kwan-Liu Ma. 2023. From Artifacts to Outcomes: Comparison of HMD VR, Desktop, and Slides Lectures for Food Microbiology Laboratory Instruction. In Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems. 1--17.
[54]
Yun Zhou, Shangpeng Ji, Tao Xu, and Zi Wang. 2018. Promoting knowledge construction: a model for using virtual reality interaction to enhance learning. Procedia computer science 130 (2018), 239--246.

Cited By

View all
  • (2025)Transforming cinematography lighting education in the metaverseVisual Informatics10.1016/j.visinf.2024.11.0039:1(1-17)Online publication date: Mar-2025
  • (2024)MetaDragonBoat: Exploring Paddling Techniques of Virtual Dragon Boating in a Metaverse CampusProceedings of the 32nd ACM International Conference on Multimedia10.1145/3664647.3681078(6335-6344)Online publication date: 28-Oct-2024
  • (2024)Hearing the Moment with MetaEcho! From Physical to Virtual in Synchronized Sound RecordingProceedings of the 32nd ACM International Conference on Multimedia10.1145/3664647.3681004(6520-6529)Online publication date: 28-Oct-2024
  • Show More Cited By

Index Terms

  1. Feeling Present! From Physical to Virtual Cinematography Lighting Education with Metashadow

    Recommendations

    Comments

    Information & Contributors

    Information

    Published In

    cover image ACM Conferences
    MM '23: Proceedings of the 31st ACM International Conference on Multimedia
    October 2023
    9913 pages
    ISBN:9798400701085
    DOI:10.1145/3581783
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

    Sponsors

    Publisher

    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 27 October 2023

    Permissions

    Request permissions for this article.

    Check for updates

    Author Tags

    1. cinematography lighting
    2. learning effect
    3. presence
    4. virtual reality
    5. vr creativity
    6. vr education

    Qualifiers

    • Research-article

    Conference

    MM '23
    Sponsor:
    MM '23: The 31st ACM International Conference on Multimedia
    October 29 - November 3, 2023
    Ottawa ON, Canada

    Acceptance Rates

    Overall Acceptance Rate 2,145 of 8,556 submissions, 25%

    Contributors

    Other Metrics

    Bibliometrics & Citations

    Bibliometrics

    Article Metrics

    • Downloads (Last 12 months)216
    • Downloads (Last 6 weeks)20
    Reflects downloads up to 25 Feb 2025

    Other Metrics

    Citations

    Cited By

    View all
    • (2025)Transforming cinematography lighting education in the metaverseVisual Informatics10.1016/j.visinf.2024.11.0039:1(1-17)Online publication date: Mar-2025
    • (2024)MetaDragonBoat: Exploring Paddling Techniques of Virtual Dragon Boating in a Metaverse CampusProceedings of the 32nd ACM International Conference on Multimedia10.1145/3664647.3681078(6335-6344)Online publication date: 28-Oct-2024
    • (2024)Hearing the Moment with MetaEcho! From Physical to Virtual in Synchronized Sound RecordingProceedings of the 32nd ACM International Conference on Multimedia10.1145/3664647.3681004(6520-6529)Online publication date: 28-Oct-2024
    • (2024)Multi-Role VR Training System for Film Production: Enhancing Collaboration with MetaCrewACM SIGGRAPH 2024 Posters10.1145/3641234.3671022(1-2)Online publication date: 25-Jul-2024
    • (2024)Exploring Stage Lighting Education in MetaverseExtended Abstracts of the CHI Conference on Human Factors in Computing Systems10.1145/3613905.3650924(1-6)Online publication date: 11-May-2024

    View Options

    Login options

    View options

    PDF

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader

    Figures

    Tables

    Media

    Share

    Share

    Share this Publication link

    Share on social media