Theorized Work for Adapting the Principles of Animation to Virtual Reality as a New Form of Narrative for 3D Animation André Salomão, Milton Luiz Horn Vieira a , Nicolas C. Romeiro and Victor Nassar b DesignLab, Universidade Federal de Santa Catarina, R. Roberto Sampaio Gonzaga, 274, Florianópolis, Brazil Keywords: Virtual Reality, 3D Animation, Principles of Animation. Abstract: In this paper, we will for starters, introduce the basics concepts of virtual reality, how it works, which its upsides and downsides are, followed by the contextualization of the twelve principles of animation then we open a discussion about how we can adapt it for the media of virtual reality. The goal of this research is to create a discussion about the utilization of virtual reality as a new form of narrative for third-dimensional animation and how we can improve the adaptation of standard animation concepts to a new form of media. 1 INTRODUCTION Due to the success of productions, producers might look for new ways to increase the reach of their products, like redesigning it to another type of media beyond the traditional ones like cinema or television. This is the transmedia process that happens when the source of the content is explored in another type of media, like going from comics to movies or games (Jenkins, 2007). Nowadays there are multiple examples of transmedia, we see it in products like Harry Potter, with books being transformed into movies, Lord of the Rings having its source material, the books, being turned into oscar-winning movies. But a book to the screens isn’t the only form of transmedia, Harry Potter has also been delivered to the world of games, the same we can speak about Lord of the Rings, and in the case of games, the user stops passively interacting with the source material and starts being a piece of the interactive narrative. One of the recent technological advancements is the fact we are utilizing virtual reality hardware as a new type of media. This technology creates a mental immersion on the user, putting them inside a simulation, or a virtual world (Sherman; Craig, 2003). Not only games and traditional media content are being adapted to virtual reality, but also applications for training in medicine (Machado et al., 2011; Soares a https://orcid.org/0000-0002-6646-2799 b https://orcid.org/0000-0002-9986-9405 et al., 2014; Vaughan et al., 2016), engineering laboratory (McCusker et al., 2018), education (Zhang et al., 2018), readiness against earthquakes (Lovreglio et al, 2018). Since its beginnings, animation has evolved alongside the technology, being presented in old technologies like the thaumatrope, phenakistoscope, and zoetrope, until arriving at the current media of cinema and television (Sutton, Williams, 2009). Google tried to explore animation in virtual reality with the project called Spotlight, which is a project of 3D animated stories in virtual reality using 360 degrees, with projects like Age of Sail, based on history by William Avery. They also developed Back to the Moon, in celebration of George Melies and his movie A Trip to the Moon. Considering that virtual reality is being used in other areas of research, and animation has historically been tested in new types of media the idea of the research is to create a procedure to adapt traditional 3D animation to virtual reality to create new forms of narrative for animation. To do this, we need first to discuss empirically how we can start to adapt 3D animation concepts to the media of virtual reality so we can understand the core problem of this proposition to create new forms, techniques, and procedures for the narrative in the animation. In this paper, we will for starters, introduce the basics concepts of virtual reality, how it works, which its upsides and downsides are, followed by the twelve 308 Salomão, A., Vieira, M., Romeiro, N. and Nassar, V. Theorized Work for Adapting the Principles of Animation to Virtual Reality as a New Form of Narrative for 3D Animation. DOI: 10.5220/0010338303080312 In Proceedings of the 16th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications (VISIGRAPP 2021) - Volume 1: GRAPP, pages 308-312 ISBN: 978-989-758-488-6 Copyright c 2021 by SCITEPRESS – Science and Technology Publications, Lda. All rights reserved