The Effect of User Embodiment in AV Cinematic Experience (2017)
Virtual Reality (VR) is becoming a popular medium for viewing immersive cinematic experiences using 360◦ panoramic movies and head mounted displays. There are previous research on user embodiment in real-time rendered VR, but not in relation to cinematic VR based on 360 panoramic video. In this paper we explore the effects of introducing the user’s real body into cinematic VR experiences. We conducted a study evaluating how the type of movie and user embodiment affects the sense of presence and user engagement. We found that when participants were able to see their own body in the VR movie, there was significant increase in the sense of Presence, yet user engagement was not significantly affected. We discuss on the implications of the results and how it can be expanded in the future.
CitationChen J, Lee G, Billinghurst M, Lindeman RW, Bartneck C (2017). The Effect of User Embodiment in AV Cinematic Experience. ICAT-EGVE 2017 - International Conference on Artificial Reality and Telexistence & Eurographics Symposium on Virtual Environments.
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KeywordsComputing methodologies; Mixed/augmented reality; Virtual reality
ANZSRC Fields of Research08 - Information and Computing Sciences::0801 - Artificial Intelligence and Image Processing::080111 - Virtual Reality and Related Simulation
08 - Information and Computing Sciences::0801 - Artificial Intelligence and Image Processing::080103 - Computer Graphics
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