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The Newest Technology That Is Saving Hollywood

By IGI Global on Aug 24, 2020

Editor Note: Understanding the importance of this timely topic and to ensure that research is made available to the wider academic community, IGI Global has made a sample of related articles and chapters complimentary to access. View the end of this article to freely access this critical research.


Implemented into the trending “The Mandalorian” and last year’s live action “The Lion King,” a new technology is now being fully immersed throughout Hollywood, as productions are starting back up since the pandemic.

According to a recent AP News article, this groundbreaking technology enables full casts and crew to operate in remote locations and brings the location of the scene to the actors. This technology brings a blend of virtual reality through an LED video wall that allows actors to interact with scenes and provide a fully immersive experience. From there, the cinematographers “can match perspectives and camera parallax to look like a location shoot.” This technology will not only decrease the number of people who need to be on set to meet pandemic protocols but will also save money on post-production with less computer-generated imagery (CGI) needed.

To discuss the evolution of this technology and how it can be implemented further, Kate M. McCallum, from Bridge Arts Media, LLC, USA & Vortex Immersion Media, USA, outlines trends in the arts and storytelling utilizing immersive media in the article, “Immersive Experience: Convergence, Storyworlds, and the Power for Social Impact,” from the Handbook of Research on the Global Impacts and Roles of Immersive Media. View the chapter below:

Handbook of Research on the Global Impacts and Roles of Immersive Media
Dr. Jacquelyn Ford Morie (All These Worlds, LLC, USA) and Kate McCallum (Bridge Arts Media, USA & Vortex Immersion Media, USA)
Copyright 2020 | Pages: 539 | ISBN: 9781799824336 | EISBN:9781799824343

This publication is a collection of innovative research that provides insights on the latest in existing and emerging immersive technologies through descriptions of case studies, new business models, philosophical viewpoints, and scientific findings…Learn More.

Immersive Media (IM) has become an umbrella term for content that extends beyond the boundaries of the traditional rectilinear screen format. The related term Immersive Experience (IE) is also being applied to live encounters that immerse audiences and participants in a more interactive, visually embodied experience. This chapter provides a variety of examples of the “immersive” arts and technologies emerging in entertainment, arts, media, and cultural landscapes.

The chapter also examines the concept of storyworld-building, transmedia and convergence strategy, and on how immersive media and arts can be used to extend intellectual properties (IP), or create original IP, via these emerging platforms. It also reviews the use and potential use of immersive media for social impact.

Much like the birth of early traditional cinema, immersive arts and media offer a paradigm shift on how viewers consume visual and audio storytelling and experiences. And—just as there were content concerns in the days of early cinema that resulted in censoring, the birth of the Motion Picture Association of America (MPAA) ratings systems, and the National Association of Broadcasters (NAB) Television Code of Content, so too the power of these formats raises a new level of concern about their impact. As a response, the popularity and adaptive use of Social Impact Entertainment (SIE) is increasing in the entertainment industry, a critical step for the future of immersive media. Additionally, this chapter includes references to organizations supporting the education and application of SIE for content creators, as well as simple guidelines on how to incorporate SIE into the immersive space.


The author has spent the last 37 years as both an educator and a practitioner working in immersive media, as well as being involved with futurist organizations, professional trade organizations, new media companies, and emerging technologies. Her experience provides on-the-ground insights about trends in the media and arts space. As new media technologies emerge and are implemented by the creative and business communities, new languages and applications are borne out and discovered. This chapter explores how these emerging platforms can be utilized for social impact as well as entertainment and education.

The Evolution of Immersive Media

In the 19th Century humanity implemented two powerful inventions that changed the course of human evolution—the gas engine and electricity. In less than 130 years, this new “Promethean Fire” accelerated our experience of life on Earth and we now find ourselves catapulted into the start of a new evolutionary era. For those who study mythic aspects of astrology this era marks the romantic narrative notion of the end of the Piscean Age and the beginning of the Aquarian Age. We’ve gone from a period in humanity which was dominated by a devotional approach, and a hierarchy, power-based society, to a more unified network of individualized power with access to technologies and vast information once accessible to only a few. Over the last decades, we have come to realize the tremendous power of global media and imagery to advance our consciousness and understanding of the human condition, life on Earth, and our place in the universe.

On December 24, 1968, during the Apollo 8 mission, astronaut William Anders photographed Earth and a portion of the Moon's surface from lunar orbit (Figure 1). That photo—Earthrise—has become one of the most influential images of all time as it provided humanity with a truly unique perspective of our place in the universe, much like the invention of the telescope did circa 1608.

Interested in Reading the Rest of the Article? Access the Full Article Through IGI Global’s InfoSci-Demo Account, here.

Understanding how this technology will continually evolve and change the landscape of media, this research is featured in the Handbook of Research on the Global Impacts and Roles of Immersive Media (IGI Global), edited by Dr. Jacquelyn Ford Morie, from All These Worlds, LLC, USA, and Kate McCallum, from Bridge Arts Media, USA & Vortex Immersion Media, USA. This title is a collection of innovative research that provides insights on the latest in existing and emerging immersive technologies through descriptions of case studies, new business models, philosophical viewpoints, and scientific findings. While highlighting topics including augmented reality, interactive media, and spatial computing, this book is ideally designed for media technologists, storytellers, artists, journalists, designers, programmers, developers, manufacturers, entertainment executives, content creators, industry professionals, academicians, researchers, and media students.

It is currently available in print and electronic format (ISBN: 9781799824336; EISBN: 9781799824343) through IGI Global’s Online Bookstore. To assist customers in acquiring this timely research, IGI Global is currently offering a 50% discount on the electronic version of this title and all Major Reference Works ordered directly through IGI Global. Additionally, it is featured in IGI Global’s InfoSci®-Books database (5,900+ e-books). Recommend this publication and the InfoSci-Books database to your library to have access to this critical research, as well as thousands of other research resources, including the chapters below, in the IGI Global InfoSci-Books database.

Complimentary Research Articles and Chapters on Immersive Media, Virtual Reality, and Storytelling:

In response to the timeliness and importance of this topic, we have made all of the below articles and chapters complimentary to access. As such, please feel free to integrate these resources into your research and share them across your network.

View All Articles and Chapters on This Topic

The “View All Articles on This Topic” navigates to IGI Global’s InfoSci-Demo Account, which provides a sample of the IGI Global content available through IGI Global’s InfoSci-Books (5,900+ e-books) and InfoSci-Journals (185+ e-journals) databases. If interested in having full access to this peer-reviewed research content, recommend these valuable research tools to your library.

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Featured Publications Surrounding This Topic:

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Recommend to Library
Research Anthology on Virtual and Augmented Reality: Concepts, Methodologies, Tools, and Applications
Mehdi Khosrow-Pour D.B.A.
Copyright: 2018 | Pages: 1,845 | ISBN: 9781522554691 | EISBN: 9781522554707

This title is a comprehensive reference source for the latest scholarly material on the trends, techniques, and uses of virtual and augmented reality in various fields, and examines the benefits and challenges of these developments. Highlighting a range of pertinent topics, such as human-computer interaction, digital self-identity, and virtual reconstruction, this multi-volume book is ideally designed for researchers, academics, professionals, theorists, students, and practitioners interested in emerging technology applications across the digital plane.

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Anywhere Working and the Future of Work
Profs. Emília Simão (Escola Superior Gallaecia University (ESG), Portugal) and Celia Soares (University Institute of Maia (ISMAI), Portugal & Polytechnic Institute of Maia (IPMAIA), Portugal) Copyright 2019 | Pages: 277 | ISBN: 9781522556961 | EISBN: 9781522556978

This title is a critical scholarly resource that offers solutions to the problems that appear in both theoretical and practical dimensions of immersive multimedia experiences on an interdisciplinary platform. Featuring coverage on a broad range of topics such as cyber behavior, human-computer interaction, and transmedia, this book is geared towards digital artists, media professionals, developers, academicians, researchers, and upper-level graduate students seeking current research on the exploration of immersive multimedia through the perspectives of technology, communications, and art.
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Recommend to Library
Cases on Immersive Virtual Reality Techniques
Prof. Kenneth C.C. Yang (The University of Texas at El Paso, USA)
Copyright 2019 | Pages: 349 | ISBN: 9781522559122 | EISBN: 9781522559139

This title is an essential reference source that discusses new applications of virtual reality and how they can be integrated with immersive techniques and computer resources. Featuring research on topics such as 3D modeling, cognitive load, and motion cueing, this book is ideally designed for educators, academicians, researchers, and students seeking coverage on the applications of collaborative virtual environments.

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Multidisciplinary Perspectives on New Media Art
Profs.Celia Soares (University Institute of Maia (ISMAI), Portugal & Polytechnic Institute of Maia (IPMAIA), Portugal) and Emília Simão (Escola Superior Gallaecia University (ESG), Portugal & Portuguese Catholic University (FFCS-UCP), Portugal)

Copyright 2020 | Pages:279 | ISBN: 9781799836698 | EISBN: 9781799836711

This title is a collection of innovative research on the methods and intersections between new media, artistic practices, and digital technologies. While highlighting topics including audience relationship, digital art, and computer animation, this book is ideally designed for academicians, researchers, high-level art students, and art professionals.

Disclaimer: The opinions expressed in this article are the author’s own and do not reflect the views of IGI Global.

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