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How to Reduce the Effort: Comfortable Watching Techniques for Cinematic Virtual Reality

Published: 07 September 2020 Publication History

Abstract

When watching omnidirectional movies with Head-Mounted Displays, viewers can freely choose the direction of view, and thus the visible section of the movie. However, looking around all the time can be exhausting and having content in the full 360° area can cause the fear to miss something. For making watching more comfortable, we implemented new methods and conducted three experiments: (1) exploring methods to inspect the full omnidirectional area by moving the head, but not the whole body; (2) comparing head, body and movie rotation and (3) studying how the reduction of the 360° area influences the viewing experience. For (3), we compared the user behavior watching a full 360°, a 225° and a 180° movie via HMD. The investigated techniques for inspecting the full 360° area in a fixed sitting position (experiments 1 and 2) perform well and could replace the often-used swivel chair. Reducing the 360° area (experiment 3), 225° movies resulted in a better score than 180° movies.

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Cited By

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  • (2024)Rethinking Defaults: Examining the Effects of Default Camera Height and Angle on Embodied Presence in Cinematic Virtual RealityCross-Cultural Design10.1007/978-3-031-60913-8_7(86-96)Online publication date: 29-Jun-2024

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        cover image Guide Proceedings
        Augmented Reality, Virtual Reality, and Computer Graphics: 7th International Conference, AVR 2020, Lecce, Italy, September 7–10, 2020, Proceedings, Part I
        Sep 2020
        488 pages
        ISBN:978-3-030-58464-1
        DOI:10.1007/978-3-030-58465-8

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        Springer-Verlag

        Berlin, Heidelberg

        Publication History

        Published: 07 September 2020

        Author Tags

        1. Cinematic virtual reality
        2. User comfort
        3. Rotational gain
        4. Less than 360°
        5. Omnidirectional video

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        View all
        • (2024)Rethinking Defaults: Examining the Effects of Default Camera Height and Angle on Embodied Presence in Cinematic Virtual RealityCross-Cultural Design10.1007/978-3-031-60913-8_7(86-96)Online publication date: 29-Jun-2024

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