The Effect of User Embodiment in AV Cinematic Experience
Abstract
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.
BibTeX
@inproceedings {10.2312:egve.20171339,
booktitle = {ICAT-EGVE 2017 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments},
editor = {Robert W. Lindeman and Gerd Bruder and Daisuke Iwai},
title = {{The Effect of User Embodiment in AV Cinematic Experience}},
author = {Chen, Joshua and Lee, Gun A. and Billinghurst, Mark and Lindeman, Robert W. and Bartneck, Christoph},
year = {2017},
publisher = {The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-03868-038-3},
DOI = {10.2312/egve.20171339}
}
booktitle = {ICAT-EGVE 2017 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments},
editor = {Robert W. Lindeman and Gerd Bruder and Daisuke Iwai},
title = {{The Effect of User Embodiment in AV Cinematic Experience}},
author = {Chen, Joshua and Lee, Gun A. and Billinghurst, Mark and Lindeman, Robert W. and Bartneck, Christoph},
year = {2017},
publisher = {The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-03868-038-3},
DOI = {10.2312/egve.20171339}
}