Conference Paper

Accelerated viewpoint panning with rotational gain in 360 degree videos

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Abstract

In this paper, we present an application of rotational gain to horizontal panning for viewing 360 degree videos. Rotational gain refers to the ratio between the rotation velocity in the virtual (video) space to that of the physical, and it allows the user to rotate one's head less quickly than actually needed (without the user noticing such adjustment to some degree). As such it can bring about convenience, and less physical movement, fatigue and possibly even sickness. We implemented a 360 video panning system with both a constant and dynamic gain, and compared user behavior and subjective usability. Our pilot study showed promising results in that with the proper gain value and control scheme, the user will unknowingly use less physical movement than needed, yet maintain reasonable spatial understanding with higher usability.

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... This techniques are widely used in situations when VR developers want to limit the real space, constraining it to the tracking area, but don't want to show those limitations in virtual environment [1]. One of these techniques is called "rotational gain" [2]. It enables increasing the rotational velocity in virtual environment, so the user can actually rotate his head with smaller angle [5]. ...
... Equation 2 introduces initial rotation, so this equation presents a single device rotation from certain zero orientation q 0 . Another interesting method of developing reorientation technique is presented in [2]. For creating 360 degree video system, authors decided to implement dynamic rotation gain based on corresponding head/neck rotational velocity, together with constant, presented in this paper. ...
... Most interesting way for further idea development is to design another tasks which users can perform. Another possibility lies in implementing the dynamic gain method presented in [2] which showed promising results during pilot studies. Other thing is to test the solution on most popular commercial VR goggles like Oculus Rift or HTC Vive. ...
Chapter
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Despite fact that virtual environment systems have a very long history, there are still place for improvements and innovations. One of them concerns graphical user interface design. After all these years, many ideas were implemented with different results. Many efforts have been made to let user enjoy the specific system even more. Other branch of VR research and development is based on navigation and reorientation techniques implemented mostly for movement in Virtual Reality space. This paper seeks to investigate the impact of one branch on another by giving a simple task on a ring menu together with proposing an additional backward rotational velocity parameter. Usability tests described in this paper showed that using this parameter increases the task performance time, task efficiency and user satisfaction score for menu navigation in VR. Additionally, article presents comparison of backward rotational velocity parameter to rotational gain parameter as well as tests with both of this parameters and proposition for default values for them.
... Rotation-assisted techniques are more suitable for experiences that encourage exploration. Hong et al. [65] amplified the rotational angle with a 1.3-1.6 scale. Rothe et al. [124] utilized a controller to help users rotate their views at different speeds. ...
... Aitamurto et al. [65] tested the half-sphere condition to compare its effects on FOMO. Rothe et al. [124] compared three rotational methods with 360, 180, and 225 degrees. ...
Preprint
Cinematic Virtual Reality (CVR) is a narrative-driven VR experience that uses head-mounted displays with a 360-degree field of view. Previous research has explored different viewing modalities to enhance viewers' CVR experience. This study conducted a systematic review and meta-analysis focusing on how different viewing modalities, including intervened rotation, avatar assistance, guidance cues, and perspective shifting, influence the CVR experience. The study has screened 3444 papers (between 01/01/2013 and 17/06/2023) and selected 45 for systematic review, 13 of which also for meta-analysis. We conducted separate random-effects meta-analysis and applied Robust Variance Estimation to examine CVR viewing modalities and user experience outcomes. Evidence from experiments was synthesized as differences between standardized mean differences (SMDs) of user experience of control group ("Swivel-Chair" CVR) and experiment groups. To our surprise, we found inconsistencies in the effect sizes across different studies, even with the same viewing modalities. Moreover, in these studies, terms such as "presence," "immersion," and "narrative engagement" were often used interchangeably. Their irregular use of questionnaires, overreliance on self-developed questionnaires, and incomplete data reporting may have led to unrigorous evaluations of CVR experiences. This study contributes to Human-Computer Interaction (HCI) research by identifying gaps in CVR research, emphasizing the need for standardization of terminologies and methodologies to enhance the reliability and comparability of future CVR research.
... Tools and techniques of visual follow-up have been examined to evaluate the behavior of the look and the movement of the head in 360-degree videos that thereby improve the immersive narrative [13,20]. Similarly, the user experience can be improved by increasing the horizontal rotational gain (the ratio between the rotation velocity in the virtual (video) space to that of the physical) to view 360-degree videos [14]. We have considered this aspect to improve the user experience, reducing the fatigue or pain that can be caused by making many movements. ...
... The radial rotational speed that a person can tolerate in this immersive environment has also been considered. Where the rotational speed is 30 degrees/second and the maximum displacement is 60 degrees without causing dizziness [14]. The device used for filming the 360-degree video was the Samsung Gear 360 VR camera. ...
Article
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Today the visualization of 360-degree videos has become a means to live immersive experiences.. However, an important challenge to overcome is how to guide the viewer’s attention to the video’s main scene, without interrupting the immersion experience and the narrative thread. To meet this challenge, we have developed a software prototype to assess three approaches: Arrows, Radar and Auto Focus. These are based on visual guidance cues used in first person shooter games such as: Radar-Sonar, Radar-Compass and Arrows. In the study a questionnaire was made to evaluate the comprehension of the narrative, the user’s perspective with respect to the design of the visual cues and the usability of the system. In addition, data was collected on the movement of the user’s head, in order to analyze the focus of attention. The study used statistical methods to perform the analysis, the results show that the participants who used some visual cue (any of these) showed significant improvements compared to the control group (without using visual cues) in finding the main scene. With respect to narrative compression, significant improvements were obtained in the user group that used Radar and Auto Focus compared to the control group.
... Rotational gain can be applied for watching CVR movies [4] in a way that users can enjoy the movies in a chair with less physical movement. Hong et al. [4] compared dynamic and constant rotational gain. ...
... Rotational gain can be applied for watching CVR movies [4] in a way that users can enjoy the movies in a chair with less physical movement. Hong et al. [4] compared dynamic and constant rotational gain. For the constant method, a scale factor of 1.3 was used, for the dynamic method between 1.3 and 1.6. ...
Chapter
Full-text available
When watching omnidirectional movies with Head-Mounted Displays, viewers can freely choose the direction of view, and thus the visible section of the movie. However, looking around all the time can be exhausting and having content in the full 360° area can cause the fear to miss something. For making watching more comfortable, we implemented new methods and conducted three experiments: (1) exploring methods to inspect the full omnidirectional area by moving the head, but not the whole body; (2) comparing head, body and movie rotation and (3) studying how the reduction of the 360° area influences the viewing experience. For (3), we compared the user behavior watching a full 360°, a 225° and a 180° movie via HMD. The investigated techniques for inspecting the full 360° area in a fixed sitting position (experiments 1 and 2) perform well and could replace the often-used swivel chair. Reducing the 360° area (experiment 3), 225° movies resulted in a better score than 180° movies.
... These constraints will also impact how MR (with an emphasis on VR) content is viewed, given that physical limitations regarding neck and head movement would necessitate that either the content be restricted to a narrower field of view than full 360 • experiences, or some means of scrolling/changing orientation be provided (e.g. rotational gain (Hong and Kim 2016)), to prevent users from feeling frustrated regarding being unable to fully attend to entirety of the virtual 360 • space. Where available, touchscreens and touch-sensitive surfaces on centre consoles could provide an additional, richer input modality for users during MR interactions, and give designers the opportunity to develop new input techniques for passengers that are perhaps suitable for MR experiences in the future. ...
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