TY - GEN
T1 - An Exploratory Study for Designing Social Experience of Watching VR Movies Based on Audience's Voice Comments
AU - Yan, Shuo
AU - Jiang, Wenli
AU - Xiong, Menghan
AU - Shen, Xukun
N1 - Publisher Copyright:
© 2020 IEEE.
PY - 2020/11
Y1 - 2020/11
N2 - Social experience is important when audience are watching movies. Virtual reality (VR) movies engage audience through immersive environment and interactive narrative. However, VR headsets restrict audience to an individual experience, which disrupt the potential for shared social realities. In our study, we propose an approach to design an asynchronous social experience that allows the participant to receive other audiences' voice comments (such as their opinions, impressions or emotional reactions) in VR movies. We measured the participants' feedback on their engagement levels, recall abilities and social presence. The results showed that in VR-Voice Comment (VR-VC) movie, the audience's voice comments could affect participant's engagement and the recall of information in the scenes. The participants obtained social awareness and enjoyment at the same time. A few of them were worried mainly because of the potential auditory clutter that resulted from unpredictable voice comments. We discuss the design implications for this and directions for future research. Overall, we observe a positive tendency in watching VR-VC movie, which could be adapted for future VR movie experience.
AB - Social experience is important when audience are watching movies. Virtual reality (VR) movies engage audience through immersive environment and interactive narrative. However, VR headsets restrict audience to an individual experience, which disrupt the potential for shared social realities. In our study, we propose an approach to design an asynchronous social experience that allows the participant to receive other audiences' voice comments (such as their opinions, impressions or emotional reactions) in VR movies. We measured the participants' feedback on their engagement levels, recall abilities and social presence. The results showed that in VR-Voice Comment (VR-VC) movie, the audience's voice comments could affect participant's engagement and the recall of information in the scenes. The participants obtained social awareness and enjoyment at the same time. A few of them were worried mainly because of the potential auditory clutter that resulted from unpredictable voice comments. We discuss the design implications for this and directions for future research. Overall, we observe a positive tendency in watching VR-VC movie, which could be adapted for future VR movie experience.
KW - VR movie
KW - asynchronous interaction
KW - audience engagement
KW - social presence
KW - voice comments
UR - https://www.scopus.com/pages/publications/85099564617
U2 - 10.1109/ISMAR-Adjunct51615.2020.00049
DO - 10.1109/ISMAR-Adjunct51615.2020.00049
M3 - 会议稿件
AN - SCOPUS:85099564617
T3 - Adjunct Proceedings of the 2020 IEEE International Symposium on Mixed and Augmented Reality, ISMAR-Adjunct 2020
SP - 147
EP - 152
BT - Adjunct Proceedings of the 2020 IEEE International Symposium on Mixed and Augmented Reality, ISMAR-Adjunct 2020
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 2020 IEEE International Symposium on Mixed and Augmented Reality, ISMAR-Adjunct 2020
Y2 - 9 November 2020 through 13 November 2020
ER -