## 3 Case Studies
### Nine Dissidents
#### 3.1.3 Workflow  
In every digital cultural heritage application, we start with the preproduction phase. This phase is very important as it includes the planning of all the elements needed for production and postproduction. Whatever is not considered in this phase might later cause a loss of time and budget. At the beginning, the producer and director agree on the concept of the application. In this case it is a VR video presenting the selected topic. According to the available budget they plan the resources, such as the number of actors, number of filming days and filming locations. The expert historians provide information on the topic for the scenario writer. The writer creates the scenario based on the prepared concept.  
When the filming location is selected and the actors are familiar with the script, we begin the production. For this movie we had a very limited budget, so all filming had to be done in one day. We used only one professional actor and local amateurs. Filming in VR is particular as no artificial lights could be visible, so we used the daylight coming through the windows. The scenes were recorded in an abandoned building room, without cuts, while the crew was outside in the hallway, observing the preview from VR camera on a tablet. Sound recording had to be performed with no visible microphones. In the production phase the graphics design of the movie opening was created. This was also a challenge as the motion graphics had to be in 360 degrees and the viewer must not notice the connection between two ends of wrapped image.  
We used a Garmin VIRB 360 5.7 K camera. The improvised courtroom had a huge window on one wall, and we used it as our main and only source of light. Diffusion filters were placed on it from outside to avoid sharp shadows and get even light throughout the room. Tackling the sound, we decided to go with the lavalier microphones and used four Sennheiser G3 models and Tascam DR70-d as the sound recorder. Since we did not have more microphones at our disposal, we placed two of them on main actors, and the other two in the middle of groups in the scene, so we could use it for different characters in post-production. The results were very satisfying.  
All post-production works were done in Adobe Premiere and Adobe After Effects since they now support 360 videos natively. Additionally, our sound engineer processed sound to an ambisonics format which gave each sound a position in the room. When the users turn, the sounds come from different directions.  
The postproduction included sound postproduction, color correction and editing. The sound was recorded in mono and had to be distributed in 3D space, so the user has the right perception of each sound direction. It was mixed with the original music composed in the production phase. Figure 1 shows the elements of the movie creation workflow.  
Another challenge was to organize a premiere of the movie for the audience while having only one VR headset. We solved that problem by recording a gameplay video consisting of screen recordings of the movie and HD video of a person watching the movie using headset and having a big screen with headset preview behind (Figure 2). We played that movie to the audience and offered them to try individually on the headset afterwards.