Storytelling Affordances

A theoretical framework for creating spatial stories

Abstract

The term “spatial storytelling” describes any narrative that uses audio and visual information to place the audience inside the scene. 

Each spatial storytelling medium can be charted along an axis depending on the audience’s agency, between active participant and passive observer. Each medium along this spectrum has its unique set of affordances. The most compelling mediums for storytelling (spatial or otherwise) seem to be those that allow narrative transportation in which the audience loses their sense of self and immerses in the story. Finding a sweet spot of affordances is vital to create an experience that is truly immersive. 


This paper charts spatial storytelling mediums according to the affordances each gives to its audience. Then it discusses several examples of spatial stories and the success or failure of each affordance. Next it describes the process of shooting and creating a spatial story in 3-Degrees of Freedom (DoF) 180 Virtual Reality (VR), along with its unique challenges. Ultimately it outlines a narrative “grammar,” or set of guidelines for effective spatial storytelling.

Review of Affordances in Apple Vision Pro's Submerged

Spatial Medium Affordance Spectrum

Different mediums grant the creator one set of affordances and the audience another. For example, in 2-Dimensional cinema, the camera lens affords the director the ability to focus the entire frame on one subject and hide, blur, or frame out everything else. But this causes an inverse lack of affordances for the audience, who may now only look exactly where the director forced them to. The chart below is concerned exclusively with the affordances granted to the audience, as these are ultimately the causes of narrative transportation. 

A correlation is obvious in the chart: narrative transportation decreases as audience affordances increase. Stories are drowning in affordances.

Prototype Spatial Story: Launder

To apply the learnings from analyzing the above affordances, we created a 180-degree 3D VR short film called Launder. 

Premise

One roommate is cajoled by the other to get their laundry from the creepy basement. They become convinced that they’re being followed and barely make it back to the apartment in one piece. 

Successful Affordances

Launder built upon the successful affordances of Faceless Lady and Submerged like cuts, framing the action in the stereo 3d sweet spot, empathetic camera angles that showered the audience only views that the characters could themselves see, and following genre conventions. 


Door cuts. In addition, Launder addressed specific affordance failures in Submerged, like bringing the audience through doors before they were closed to create a congruent sense of space. 


Leading shots. To solve Submerged’s shot-reverse shot issues the audience was only placed in a scary environment when intentionally necessary to increase their narrative immersion, right as the characters themselves entered the environment. 


Unsuccessful affordances

Static camera. Gear limitations required the camera to be on a tripod instead of moving, which led to a less dynamic sense of 3D space and creates a sense of “stuckness” in the audience where they are less included in the scenes than if the camera were free to intentionally, slowly, move. 


Non-spatial audio. Many spatial cues come from audio, but spatial audio was beyond the scope of this test, leading to a disconnect between the rich 3D 180-degree world seen visually, and the “flat” stereo sound which does not place the character’s voices on their bodies, ruining the sense of reality and narrative transportation. 


Vertical displacement. Filming 180-degree stereo is fraught with difficulties. Two cameras with two separate lenses and often two separate sensors must record wide-angle high resolution photographs 30 - 60 times per second, and must do so at the exact same instant or else the audience’s right eye and left eye will see slightly temporally offset vision, which is problematic when the subject is moving. The cameras also must be aiming directly ahead in an orthographic plane (Vienne et. al, 2016) Bourke, tk https://paulbourke.net/stereographics/stereorender/) or else the two planes perceived by the left and right eye will misalign along the vertical axis. Correcting this in post-production is time consuming and tedious, despite numerous tools like Mistaka VR being available. 

Spatial Storytelling Affordances for Creators

Below is a list of spatial storytelling affordances that creators can use to increase narrative transportation in their viewers. This is non-exhaustive, and will be added to as the mediums evolve.

Successful affordances

Cuts

Resolution 

Level camera angle

Stereo Sweet Spot

Camera movement

Backaway reveal

Empathetic perspective

Dramatic Irony perspective

6 DoF Movement

Acting/Dialogue

Episodes

Genre


Affordances to avoid: 

Interaction

Leading shots

Uncomfortable stereo imaging

Close-ups

Non-level camera angles

Panning