| Cinematics has a history of 100 years.With the development of society,the directors have been exploring the boundaries and possibilities of image expression.The appearance of "desktop film" in 2018 has broken the traditional film model,transferring the real-life computer screens to the movie screen.This kind of brand-new image presentation draws much attention from academic circles and audiences.However,the research on "desktop film" is still in its initial stage at home and abroad,lacking comprehensive and in-depth research,and even less research from the perspective of the audience,which cannot actually solve the problems encountered in the creation of "desktop film",more comprehensive and systematic study is urgently needed.Starting from both theory and practice,the author adopts the method of combining qualitative(in-depth interview)with quantitative(Questionnaire Survey)research to compare and prove the two,and critically examines the emotional experience brought by "table movie" to the audience,to explore the cognitive differences of the audience from different backgrounds,analyze the current creation bottleneck of "desktop film",and put forward the future development strategy of "desktop film" with reference significance from five aspects of theme style,story core,humanistic connotation,audience localization and technology combination,further enriching the theoretical research and practical creative suggestions of "desktop film".This paper combines qualitative research method and quantitative research method to conduct a comprehensive study on audience’s emotional cognition of "desktop film".It is divided into four parts.The first part is the introduction,which explains the basis,research value and innovation of emotional cognition of audience,the author arranges the current research status of "desktop movie" and movie audience,and combining the author’s own views,making a preliminary concept definition and topic selection division.In part two,the author discusses the formation of online-generation-audience,and analyzes the new trends of "Game+Film" and "New Media+Film".In part three,the author describes the qualitative research design and quantitative research design,using the method of questionnaire survey,in-depth interviews to study the audience of "desktop film".And the author analyzes the results of qualitative research and quantitative research,in order to ascertain the cognitive differences about "desktop film" of audiences from differentaudiences,and has an insight into the core factors that attract audiences.In part four,the author discusses the defects and deficiencies of the "desktop film" works,and puts forward some useful solutions to enrich the theoretical research and practical creation of "desktop movie".Through research,it is found that desktop movies still have many limitations in form,content,technology,etc.However,the exploration of desktop forms undoubtedly provides more possibilities for the innovative development of movie language.With the rapid development of new media technology,the form of movies will continue to evolve and upgrade,and the form of movies will gradually tend to be diversified. |