The effects of cinematic virtual reality on viewing experience and the recollection of narrative elements

被引:0
|
作者
Szita K. [1 ]
Gander P. [1 ]
Wallstén D. [1 ]
机构
[1] Department of Applied Information Technology, University of Gothenburg, Gothenburg
关键词
73;
D O I
10.1162/PRES_a_00338
中图分类号
学科分类号
摘要
Cinematic vir tual reality offers 360-degree moving image experiences that engage a viewer’s body as its position defines the momentary perspective over the surrounding simulated space. While a 360-degree narrative space has been demonstrated to provide highly immersive experiences, it may also affect information intake and the recollection of narrative events. The present study hypothesizes that the immersive quality of cinematic VR induces a viewer’s first-person perspective in observing a narrative in contrast to a camera perspective. A first-person perspective is associated with increase in emotional engagement, sensation of presence, and a more vivid and accurate recollection of information. To determine these effects, we measured viewing experiences, memory characteristics, and recollection accuracy of par ticipants watching an animated movie either using a VR headset or a stationary screen. The comparison revealed that VR viewers experience a higher level of presence in the displayed environment than screen viewers and that their memories of the movie are more vivid, evoke stronger emotions, and are more likely to be recalled from a first-person perspective. Yet, VR par ticipants can recall fewer details than screen viewers. Overall, these results show that while cinematic vir tual reality viewing involves more immersive and intense experiences, the 360-degree composition can negatively impact comprehension and recollection. © 2021 by the Massachusetts Institute of Technology.
引用
收藏
页码:410 / 425
页数:15
相关论文
共 50 条
  • [31] Convergence between Dance and Virtual Reality: Exploring the Immersive Possibilities of Cinematic Virtual Reality
    Aguirre, Itziar Zorita
    AREA ABIERTA, 2023, 23 (03): : 277 - 290
  • [32] Motivation elements in virtual reality for disabled children - The VEMS experience
    Adelola, IA
    Rahman, A
    Cox, SL
    Assistive Technology: From Virtuality to Reality, 2005, 16 : 762 - 766
  • [33] Narrative and gaming experience interact to affect presence and cybersickness in virtual reality
    Weech, Seamas
    Kenny, Sophie
    Lenizky, Markus
    Barnett-Cowan, Michael
    INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIES, 2020, 138
  • [34] Effects of virtual reality on presence and dissociative experience
    Aardema, Frederick
    Cote, Sophie
    O'Connor, Kieron
    CYBERPSYCHOLOGY & BEHAVIOR, 2006, 9 (06): : 653 - 653
  • [35] Narrative Objects in Virtual Reality
    Silva, Rafael
    Brandao, Daniel
    PERSPECTIVES ON DESIGN AND DIGITAL COMMUNICATION: RESEARCH, INNOVATIONS AND BEST PRACTICES, 2021, : 117 - 139
  • [36] Interactive Narrative in Virtual Reality
    Ostrin, Gilad
    Frey, Jeremy
    Cauchard, Jessica R.
    17TH INTERNATIONAL CONFERENCE ON MOBILE AND UBIQUITOUS MULTIMEDIA (MUM 2018), 2018, : 463 - 467
  • [37] Spatial Statistics for Analyzing Data in Cinematic Virtual Reality
    Rothe, Sylvia
    Hussmann, Heinrich
    AVI'18: PROCEEDINGS OF THE 2018 INTERNATIONAL CONFERENCE ON ADVANCED VISUAL INTERFACES, 2018,
  • [38] Motivation to Select Point of View in Cinematic Virtual Reality
    Won, Andrea Stevenson
    Aitamurto, Tanja
    Kim, Byungdoo
    Sakshuwong, Sukolsak
    Kircos, Catherine
    Sadeghi, Yasamin
    2019 26TH IEEE CONFERENCE ON VIRTUAL REALITY AND 3D USER INTERFACES (VR), 2019, : 1233 - 1234
  • [39] Studying the Effect of Display Type and Viewing Perspective on User Experience in Virtual Reality Exergames
    Xu, Wenge
    Liang, Hai-Ning
    Zhang, Zeying
    Baghaei, Nilufar
    GAMES FOR HEALTH JOURNAL, 2020, 9 (06) : 405 - 414
  • [40] Camera Distances and Shot Sizes in Cinematic Virtual Reality
    Probst, Pia
    Rothe, Sylvia
    Hussmann, Heinrich
    PROCEEDINGS OF THE 2021 ACM INTERNATIONAL CONFERENCE ON INTERACTIVE MEDIA EXPERIENCES, IMX 2021, 2021, : 178 - 186