Social viewing in cinematic virtual reality: a design space for social movie applications
- PDF / 1,303,145 Bytes
- 18 Pages / 595.276 x 790.866 pts Page_size
- 71 Downloads / 204 Views
ORIGINAL ARTICLE
Social viewing in cinematic virtual reality: a design space for social movie applications Sylvia Rothe1 · Alexander Schmidt1 · Mario Montagud2 · Daniel Buschek3 · Heinrich Hußmann1 Received: 6 July 2019 / Accepted: 24 September 2020 © The Author(s) 2020
Abstract Since watching movies is a social experience for most people, it is important to know how an application should be designed for enabling shared cinematic virtual reality (CVR) experiences via head-mounted displays (HMDs). Viewers can feel isolated when watching omnidirectional movies with HMDs. Even if they are watching the movie simultaneously, they do not automatically see the same field of view, since they can freely choose their viewing direction. Our goal is to explore interaction techniques to efficiently support social viewing and to improve social movie experiences in CVR. Based on the literature review and insights from earlier work, we identify seven challenges that need to be addressed: communication, field-of-view (FoV) awareness, togetherness, accessibility, interaction techniques, synchronization, and multiuser environments. We investigate four aspects (voice chat, sending emotion states, FoV indication, and video chat) to address some of the challenges and report the results of four user studies. Finally, we present and discuss a design space for CVR social movie applications and highlight directions for future work. Keywords Cinematic virtual reality · Omnidirectional video · 360° video · Social viewing · Interactive TV
1 Introduction Omnidirectional movies are attracting widespread interest and have many possible applications, e.g. telling stories about exciting locations and experiences in the world, or documenting places of historic interest. In cinematic virtual reality (CVR) the viewer watches omnidirectional movies * Sylvia Rothe [email protected]
Alexander Schmidt [email protected]; [email protected]
Mario Montagud [email protected] Daniel Buschek [email protected] Heinrich Hußmann [email protected] 1
Institute of Informatics, Ludwig-Maximilians-University Munich, Munich, Germany
2
Universitat de València & i2CAT Foundation, Valencia, Spain
3
Research Group HCI + AI, Department of Computer Science, University of Bayreuth, Bayreuth, Germany
using head-mounted displays (HMD) or other VR devices. Thus, the viewer can feel immersed in the scenes and freely choose the viewing direction. The drawback of these systems is the associated visual and mental separation from other people. Natural elements of discussion, like pointing at interesting objects in the video or keeping the awareness about what others are focusing on, is impeded by the HMD. In contrast to spatial presence (the “sense of being there”), social presence describes the “sense of being together” (De Greef and IJsselsteijn 2001). Several definitions for both terms are used in the literature and they can be measured in different ways (Skarbez et al. 2017). Social Presence depends on commun
Data Loading...