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dc.contributor.authorChen, Joshuaen_US
dc.contributor.authorLee, Gun A.en_US
dc.contributor.authorBillinghurst, Marken_US
dc.contributor.authorLindeman, Robert W.en_US
dc.contributor.authorBartneck, Christophen_US
dc.contributor.editorRobert W. Lindeman and Gerd Bruder and Daisuke Iwaien_US
dc.date.accessioned2017-11-21T15:42:42Z
dc.date.available2017-11-21T15:42:42Z
dc.date.issued2017
dc.identifier.isbn978-3-03868-038-3
dc.identifier.issn1727-530X
dc.identifier.urihttp://dx.doi.org/10.2312/egve.20171339
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/egve20171339
dc.description.abstractVirtual 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.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectHuman
dc.subjectcentered computing
dc.subjectMixed/augmented reality
dc.subjectVirtual reality
dc.titleThe Effect of User Embodiment in AV Cinematic Experienceen_US
dc.description.seriesinformationICAT-EGVE 2017 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments
dc.description.sectionheadersImmersion & Interacton
dc.identifier.doi10.2312/egve.20171339
dc.identifier.pages55-62


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