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空间计算驱动下扩展现实(XR)沉浸式叙事的技术重构与实现路径OA

Technical reconstruction and implementation pathway of XR immersive narra-tive driven by spatial computing:Case study of the Venice Immersive program at the 82nd Venice International Film Festival

中文摘要英文摘要

本文围绕空间计算条件下扩展现实(XR)沉浸式叙事展开研究,剖析其技术机制、多元案例形态与工程化路径,选取第 82 届威尼斯电影节 Venice Immersive 单元为研究对象,结合技术路径分析、案例分析和媒介理论阐释,探究即时定位与地图构建(SLAM)、六自由度(6DoF)、三维高斯泼溅(3DGS)、眼动追踪、手势识别和生理反馈等环节在空间生成、视点组织与交互调度中的作用.研究发现,XR沉浸式作品的迭代发展并非沉浸效果的线性增强,而是观看位置、叙事场域、交互接口和作品边界的同步重组.其中,Face Jumping、Alien Perspective与Best of Worlds分别呈现出凝视触发、数字遗产空间化和平台化虚拟世界三种典型路径.研究表明,XR沉浸式叙事并非单纯提升沉浸效果,需将低延迟渲染、空间脚本、注意力引导、平台兼容和数字保存纳入统一制作体系,从而推进由前沿展示转向可持续演进的电影技术形态.

This paper investigates XR immersive storytelling within the context of spatial computing,analyzing its technical mechanisms,diverse forms,and engineering pathways.Focusing on the Venice Immersive program at the 82nd Venice In-ternational Film Festival and drawing on technical analysis,case studies,and media theory,the study explores the roles of technologies such as simultaneous localization and mapping(SLAM),six degrees of freedom(6DoF),3D Gaussian Splat-ting(3DGS),eye tracking,gesture recognition,and physiological feedback in spatial generation,viewpoint organization,and interaction orchestration.The research reveals that the evolution of XR immersive works is not merely a linear en-hancement of immersion,but rather a simultaneous reconfiguration of viewing positions,narrative spaces,interactive inter-faces,and the boundaries of the work itself.Specifically,Face Jumping,Alien Perspective,and Best of Worlds exemplify three distinct pathways:gaze-triggered interaction,the spatialization of digital heritage,and platform-based virtual worlds.The findings suggest that XR immersive storytelling requires integrating low-latency rendering,spatial scripting,attention steering,platform compatibility,and digital preservation into a unified production system,thereby advancing the medium from a showcase of cutting-edge technology toward a form of cinema capable of sustainable evolution.

高尔东;刘犇

中国传媒大学动画与数字艺术学院,北京 100024中国传媒大学动画与数字艺术学院,北京 100024

社会科学

空间计算XR电影沉浸式叙事实时渲染多模态交互

Spatial ComputingXR CinemaImmersive NarrativeReal-time RenderingMultimodal Interaction

《现代电影技术》 2026 (7)

30-36,7

中国科学院计算技术研究所开放创新课题"基于多模态内容的集体叙事研究"(202402KFLH09).

10.3969/j.issn.1673-3215.2026.07.004

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