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Sense of Presence, Attitude Change, Perspective-Taking and Usability in First-Person Split-Sphere 360° Video

Published: 21 April 2018 Publication History

Abstract

This paper examines the sense of presence, attitude change, perspective-taking, and usability of a split-sphere, first-person perspective 360 degree video about gender inequality, in which people can choose to watch the narrative from the male or female character's perspective. Sixty-seven participants were randomly assigned to watch (1) the video in 360 degree split-view in a head-mounted display, (2) the same film as 180 degree in a HMD, or (3) a flat control version of the video on a laptop. The 360 degree split-sphere increased the viewers' feeling of personal responsibility for resolving gender inequality, desire to rewatch the video, fear of missing out, and feeling of missing the full story. The 180 degree video created the strongest sense of presence, embodiment, and understanding of the character. However, people with greater egocentric projection onto the male character felt less responsible for resolving gender inequality, particularly in the 360 degree split-view.

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  1. Sense of Presence, Attitude Change, Perspective-Taking and Usability in First-Person Split-Sphere 360° Video

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    cover image ACM Conferences
    CHI '18: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
    April 2018
    8489 pages
    ISBN:9781450356206
    DOI:10.1145/3173574
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    Published: 21 April 2018

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    Author Tags

    1. 360 degree video
    2. cinematic virtual reality
    3. perspective-taking
    4. storytelling
    5. usability
    6. user-experience
    7. virtual reality

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    • Kone Foundation
    • Academy of Finland
    • Helsingin Sanomat Foundation
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    • Media Industry Research Foundation of Finland
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    CHI '18 Paper Acceptance Rate 666 of 2,590 submissions, 26%;
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    • (2024)Image Synthesis from a Collection of Depth Enhanced Panoramas: Creating Interactive Extended Reality Experiences from Static ImagesProceedings of the 2024 ACM International Conference on Interactive Media Experiences10.1145/3639701.3656312(64-74)Online publication date: 7-Jun-2024
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    • (2023)Content-immersive Subjective Quality Assessment in Long Duration 360-degree Videos2023 15th International Conference on Quality of Multimedia Experience (QoMEX)10.1109/QoMEX58391.2023.10178649(73-78)Online publication date: 20-Jun-2023
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