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Am I in the theater?: usability study of live performance based virtual reality

Published: 28 November 2018 Publication History

Abstract

Duplicating the audience experience of an art performance with VR technology is a promising VR application, which is considered to provide better viewer experience than the conventional video. As various forms of art performances are recorded by the panoramic camera and broadcasted on the Internet, the impact of this new VR-based media to the viewers needs to be systematically studied. In this work, a two-level usability framework is proposed, which combines the traditional concepts of presence and the quality evaluation of art performances, aiming to systematically study the usability of such VR application. Both the conventional video and the panoramic video of a theatre performance were captured simultaneously, and were replayed to two groups of viewers in a cinematic setup and through an HMD respectively. The psychological measurement methods, including the questionnaire and the interview, as well as the psychophysical measurement methods, including the EEG and the motion capture techniques were both used in the study. The results show that the such VR application duplicates the live performance better by providing a higher sense of presence, higher engagement levels, and stronger desire to see live performance. For visual intensive performance contents, the new VR-based media can provide a better user experience. The future development of the new media forms based on the panoramic video technique could benefit from this work.

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    cover image ACM Conferences
    VRST '18: Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology
    November 2018
    570 pages
    ISBN:9781450360869
    DOI:10.1145/3281505
    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: 28 November 2018

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    Author Tags

    1. EEG
    2. live performance
    3. usability evaluation
    4. viewer experience
    5. virtual reality

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    • (2024)Grow With Me: Exploring the Integration of Augmented Reality and Health Tracking Technologies to Promote Physical ActivityExtended Abstracts of the CHI Conference on Human Factors in Computing Systems10.1145/3613905.3650907(1-9)Online publication date: 11-May-2024
    • (2024)VRMN-bD: A Multi-modal Natural Behavior Dataset of Immersive Human Fear Responses in VR Stand-up Interactive Games2024 IEEE Conference Virtual Reality and 3D User Interfaces (VR)10.1109/VR58804.2024.00054(320-330)Online publication date: 16-Mar-2024
    • (2024)Designing and Evaluating a VR Lobby for a Socially Enriching Remote Opera Watching ExperienceIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2024.337208130:5(2055-2065)Online publication date: May-2024
    • (2023)Mapping the Viewer Experience in Cinematic Virtual Reality: A Systematic ReviewPRESENCE: Virtual and Augmented Reality10.1162/pres_a_0040932(205-229)Online publication date: 1-Dec-2023
    • (2023)CEAP-360VR: A Continuous Physiological and Behavioral Emotion Annotation Dataset for 360$^\circ$ VR VideosIEEE Transactions on Multimedia10.1109/TMM.2021.312408025(243-255)Online publication date: 2023
    • (2023)How do emotions elicited in virtual reality affect our memory? A systematic reviewComputers in Human Behavior10.1016/j.chb.2023.107812146:COnline publication date: 26-Jul-2023
    • (2022)Enhanced Videogame Livestreaming by Reconstructing an Interactive 3D Game View for SpectatorsProceedings of the 2022 CHI Conference on Human Factors in Computing Systems10.1145/3491102.3517521(1-14)Online publication date: 29-Apr-2022
    • (2021)Impact of View-Dependent Image-Based Effects on Perception of Visual Realism and Presence in Virtual Reality Environments Created Using Multi-Camera SystemsApplied Sciences10.3390/app1113617311:13(6173)Online publication date: 2-Jul-2021
    • (2021)Keeping the living bond between actors and remote audiences in distributed virtual theaterProceedings of the 10th International Conference on Digital and Interactive Arts10.1145/3483529.3483683(1-12)Online publication date: 13-Oct-2021
    • (2021)Measuring Presence in Virtual Environments: A SurveyACM Computing Surveys10.1145/346681754:8(1-37)Online publication date: 4-Oct-2021
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