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Social viewing in cinematic virtual reality: a design space for social movie applications
Virtual Reality ( IF 4.4 ) Pub Date : 2020-10-17 , DOI: 10.1007/s10055-020-00472-4
Sylvia Rothe , Alexander Schmidt , Mario Montagud , Daniel Buschek , Heinrich Hußmann

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.



中文翻译:

电影虚拟现实中的社交观看:社交电影应用程序的设计空间

由于观看电影是大多数人的社交体验,因此了解如何设计应用程序以通过头戴式显示器(HMD)启用共享的电影虚拟现实(CVR)体验非常重要。观看带有HMD的全向电影时,观看者会感到孤立。即使他们同时观看电影,他们也不会自动看到相同的视野,因为他们可以自由选择观看方向。我们的目标是探索互动技术,以有效地支持社交观看并改善CVR中的社交电影体验。根据文献回顾和早期工作的见识,我们确定了需要解决的七个挑战:沟通,视野(FoV)意识,团结,可访问性,交互技术,同步和多用户环境。我们调查了四个方面(语音聊天,发送情绪状态,FoV指示和视频聊天)以解决一些挑战,并报告了四个用户研究的结果。最后,我们介绍并讨论CVR社交电影应用程序的设计空间,并突出说明未来工作的方向。

更新日期:2020-10-17
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