Although creating and displaying 360° environment animated images can be dated to the origins of cinema, audiovisual industry in the broadest sense of the term, has never been as interested by it as today. With or without headphones, the main problem with such media is no longer reception, distribution or production, but perhaps an adapted content. Creators have new constraints imposed by 360º such as, frame pseudo-liberation, managing to focus spectator attention on the central narrative or filming and hiding a crew when filming with a total point of view.
In this paper we will explore some of these challenges. Firstly, we will try to understand narrative mechanisms and technological constraints of 360° medium analysing a few selected productions. Secondly, we will present some personal work where issues related to writing, aesthetics, production, post-production and distribution will be explained.
To conclude, is important to explain why 360° audiovisual does not offer a real formal innovation but rather invites us to rediscover cinema and its concepts.
Este trabalho encontra-se publicado com a Licença Internacional Creative Commons Atribuição 4.0.
Direitos de Autor (c) 2020 AVANCA | CINEMA