Reflection
Participating in the filming of The Voice of the Cloister as a ghost character was a challenging and meaningful experience for me. This is the first time I have performed in a 360° video, which has made me deeply understand the difference between immersive storytelling and traditional filmmaking - not only on the technical level, but also how it affects the interaction between the performance, the director and the audience.
Unlike traditional films that only shoot shots from a specific angle, 360° shooting will capture everything around the lens, which means that I can't be careless. Every moment, I must always pay attention to my position, make sure that I stay at the effective viewing distance of the camera (about 1.5 to 2 meters), and avoid blocking important visual elements or looking unnatural. More importantly, in 360° shooting, I can't rely on remakes or post-editing to correct the details of the performance - the whole scene must be natural and smooth in real time. Every action, every eye contact, and every pause must look real and natural from all directions.
As a ghost character, this experience makes me pay more attention to emotional coherence. I can't rely on close-ups to show fear or suspense like traditional performances - but I have to express these emotions through body language, posture and rhythm. For example, when I appear quietly in the corridor, I need to show fear without moving, while guiding the audience's attention forward. It becomes especially important to balance the relationship between "living in the scene" and ensuring that the audience pays attention to the key moments of the plot.
This project also made me more aware of the importance of sound design in immersive video. Since the audience is free to look around, we can't control their perspective - but we can guide their attention through sound. Details such as flashing lights, squeaking floors, or footsteps will be carefully arranged to create a sense of tension and guide the audience to turn their heads to explore the environment. This makes me deeply realize that sound can be a powerful narrative tool, especially in a 360° environment, when traditional film shooting techniques such as editing, zooming or lens translation are no longer applicable.
Guan Yu, the protagonist who cooperated with me, plays the role of a student, which is also the core of the story. His performance is crucial to the whole plot. During the shooting process, our every action requires a high degree of cooperation, especially my "appearance" and "disappearance" as a ghost character. It is necessary to ensure that my every appearance can enhance the sense of tension without being affected by the blind spots or stitches of the camera. It is crucial to grasp the timing - even a few seconds of deviation may break the audience's sense of immersion.
We chose to shoot in the corridors and classrooms of the school, which in itself brought some challenges. We need to shoot in a quiet environment, precisely control the lighting conditions, and avoid any possible interference. However, this also makes the whole story more real and credible. Being in a real school corridor, especially when shooting at night, can make me better resonate with the emotions of the characters. This is not only a performance, but also makes me fully integrate into the role, feel the loneliness and uneasiness, and then convey it to the audience.
In general, this shooting made me realize that immersive video is not only about the use of high-end cameras or software, but also about how to create an experience that allows the audience not only to "watch" the story, but also to be "immersive". I better understand how narrative, performance and technical planning are closely combined in this format. It not only challenged my creativity, but also taught me a lot technically, especially how to accurately convey emotions and information in a 360° environment.
I am proud of the achievements of our team and look forward to trying more immersive projects in the future - whether it is horror, fantasy, or interactive narrative. This experience made me realize that as media creators, we are no longer just telling stories - we are building a world for the audience where they can walk in and interact with.
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