Conference PaperPDF Available

It's All Around You: Exploring 360° Video Viewing Experiences on Mobile Devices

Authors:

Abstract and Figures

360° videos are a new kind of medium that gives the viewers a sense of real immersion as they glimpse the action from all angles and directions. Naturally, professional and amateur film-makers are actively adopting this new medium for transformative storytelling. Despite this phenomenal progress in 360° video creation, current understanding on users' viewing experience of these videos is limited. In this paper, we present the first comparative study on the user experience with 360° videos on mobile devices using different interaction techniques. We observed 18 participants' interaction with six 360° videos with different viewport characteristics (static or moving) on a smartphone, a tablet and a head mounted display (HMD) respectively and measured how they interact with the content. We then conducted semi-structured interviews with the participants in which they explained their interaction with and viewing experience of 360° videos across three devices. Our findings show that 360° videos with moving viewports elicit higher engagement from the viewers, and offer superior viewing experience. However, these videos are cognitively demanding and require constant user attention. Our participants preferred the condition with dynamic peephole interaction on a smartphone for watching 360° videos due to the simplicity in exploration and familiarity with navigation controls. Many participants reported that the HMD offers the most immersive experience however it comes at the expense of higher cognitive burden, motion sickness and physical discomfort.
Content may be subject to copyright.
It’s All Around You: Exploring 360°Video
Viewing Experiences on Mobile Devices
Marc Van den Broeck
Nokia Bell Labs
Antwerp, Belgium
marc.van_den_broeck@
nokia-bell-labs.com
Fahim Kawsar
Nokia Bell Labs
Cambridge, UK
fahim.kawsar@nokia-bell-labs.com
Johannes Schöning
University of Bremen
Bremen, Germany
schoening@uni-bremen.de
ABSTRACT
360
°
videos are a new kind of medium that gives the viewers a
sense of real immersion as they glimpse the action from all angles
and directions. Naturally, professional and amateur lm-makers are
actively adopting this new medium for transformative storytelling.
Despite this phenomenal progress in 360
°
video creation, current un-
derstanding on users’ viewing experience of these videos is limited.
In this paper, we present the rst comparative study on the user
experience with 360
°
videos on mobile devices using dierent inter-
action techniques. We observed 18 participants’ interaction with six
360
°
videos with dierent viewport characteristics (static or mov-
ing) on a smartphone, a tablet and a head mounted display (HMD)
respectively and measured how they interact with the content. We
then conducted semi-structured interviews with the participants
in which they explained their interaction with and viewing ex-
perience of 360
°
videos across three devices. Our ndings show
that 360
°
videos with moving viewports elicit higher engagement
from the viewers, and oer superior viewing experience. However,
these videos are cognitively demanding and require constant user
attention. Our participants preferred the condition with dynamic
peephole interaction on a smartphone for watching 360
°
videos
due to the simplicity in exploration and familiarity with navigation
controls. Many participants reported that the HMD oers the most
immersive experience however it comes at the expense of higher
cognitive burden, motion sickness and physical discomfort.
CCS CONCEPTS
Human-centered computing Human computer interac-
tion (HCI);User studies;Interaction techniques;
KEYWORDS
360
°
video; Head Mounted Displays (HMDs); Mobile Devices; Video
Consumption; User Experience
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 prot or commercial advantage and that copies bear this notice and the full citation
on the rst 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 specic permission and/or a
fee. Request permissions from permissions@acm.org.
MM’17, October 23–27, 2017, Mountain View, CA, USA.
© 2017 Association for Computing Machinery.
ACM ISBN 978-1-4503-4906-2/17/10. . . $15.00
https://doi.org/10.1145/3123266.3123347
1 INTRODUCTION & MOTIVATION
360
°
video is a rapidly growing new kind of medium that allows
viewers to sense the action from all angles and directions. These
videos oer viewers a unique experience as they feel as if they are
actually in the action, as it unfolds before their eyes.
Naturally, lm-makers are actively adopting 360
°
videos to trans-
form storytelling and make viewers engaged with the content more
emotionally. Such captivating storytelling is naturally appealing
for the professional lm industry. However, due to the availabil-
ity and advancement of low-cost camera equipment, 360
°
videos
are now becoming a mainstream medium for engrossing and im-
mersive journalism [
1
], brand advertisement [
11
], and live sports
[
12
]. Recognising the potential, on-line platforms such as YouTube,
Facebook, Vimeo among others are now actively supporting 360
°
video formats. Furthermore, YouTube has set up an on-line studio
that oers various resources so that anyone can produce their omni
directional lms. While the creation process of a 360
°
video has
improved greatly in recent years, this technology has yet to nd the
appropriate, ergonomically usable and emotionally engaging
delivery mechanism that resonates with a mass audience.
It is natural to expect that a 360
°
video is most immersive when
experienced through a virtual reality device, e.g., a head-mounted
display (HMD). However, there has not been many systematic ex-
ploration to assess whether HMDs would oer rich experiences
with 360
°
videos and paves the way for a wider adoption. Recently,
multiple mobile platforms have enabled support for 360
°
videos. For
example, the YouTube application on both iOS and Android now
supports watching and exploring 360
°
videos though a dynamic
peep-hole exploration technique [
22
] or touch-based navigation.
Despite this progress, very few studies have reported a reection
on user experience with these devices while watching 360
°
videos
or more generally the delivery modality that evokes emotional en-
gagement with 360
°
content - whether a personal story or artistic
endeavours.
In this work, we examine two specic aspects of this larger
puzzle, namely i) How dierent viewport characteristics of a
360
°
video inuence viewers’ behaviour, and ii) which device
viewers prefer to watch a 360
°
video? Viewport composition
can be static or moving. In the former static viewport (SVP) case
the cameras are statically placed in the centre of the scene while
shooting a 360
°
video, where as in the later moving viewport (MVP)
case, the cameras move while recording the video. We hypothesise
that this composition dynamics will have a profound inuence on
how a viewer will explore and experience 360
°
video scenes and
the overall video. Exploration indicates the degree of user activity
of looking around in the 360
°
video to discover more content. To
this end, we quantitatively logged 18 users’ exploration patterns
on a smartphone, a tablet and an HMD respectively while watch-
ing six 360
°
videos produced with both static viewport (SVP) or
moving viewport (MVP)
1
We then interviewed the participants to
understand their subjective experience with these videos on dif-
ferent devices taking into account exploration, navigation, and
immersion factors.
Our results show that although MVP videos are cognitively
demanding, they oer richer and engaging viewing experience
than SVP videos. Dynamic peep-hole interaction oered in modern
smartphones is preferred over HMDs due to the familiarity and
simplicity in content exploration. Concerning immersion, HMDs
oer the best user experience; however, this immersive experience
comes at the expense of demanding cognitive resources and physi-
cal discomfort.
2 RELATED WORK
A number of past studies have reported user experience with mo-
bile video consumption exploring impact of content, environment,
device interaction, and modalities. Our work draws on these past
research and focus primarily on assessing 360
°
videos viewing ex-
periences. In the following, we position our work with respect to
these areas of related research.
In one of the earliest studies on mobile video consumption prac-
tices, O’Hara et al [
24
] reported the dierent ways mobile videos
are integrated into people’s everyday lives. This rich ethnographic
study identied motivations and values that drive mobile video
consumption and elicit engaging social interactions in dierent
socio-dynamic contexts. As omni-directional content started ap-
pearing, Benko et al. [
2
] explored multi-point interactions with
immersive omni directional visualisations in a dome. Bleumers [
3
]
and also Zoric et al. [
37
] took this research into the living room
and further studied the consumption of 360
°
videos on static TVs.
Similar to the work of Zoric et al [
37
], Pece [
26
] identied chal-
lenges that come with this new interactive content, e.g., balancing
active and passive viewing, enabling orientation in the panoramic
image space and supporting both individual exploration and social
conversations around it. These studies uncovered a set of concrete
usability challenges that arise while consuming omnidirectional
content in dierent mobility settings.
A number of recent research explored interaction experiences
with panoramic videos. Kasahara et al. [
18
] studied the viewing
experience of rst person omnidirectional video. Huber et al. [
16
]
further explored dierent user interfaces for mobile video brows-
ing and later explored eective interaction with 360°videos using
HMDs [
27
], and Jumisko-Pyykkö et al. [
17
] researched the user
experience when watching a mobile 3D video in a car. These work
highlighted the challenges that device form and interaction aor-
dance put on users’ viewing experience of omnidirectional videos.
Our work is shaped by these ndings, as we extrapolate on their
suggestions. However, we investigate the viewport dynamics and
device preferences instead of interaction dynamics.
Concerning content and immersion, Fonseca et al. recently re-
ported a study that shows HMD oers superior immersion and
can trigger a higher emotional response from captivating content
1.
than other handhelds [
10
]. In a similar endeavour, Ramalho et
al. described the eect of multi-sensory immersion on engaging
and emotional user experience with 360
°
videos [
30
]. These work
primarily investigated the emotional dynamics in content consum-
mations. In contrast, our work looked at viewport composition
dynamics and device preferences independent of the content and
its emotional appeal.
Besides research on content consumption experience when watch-
ing videos, there is a large body of research on interaction tech-
niques and modalities. Peephole interaction [
29
] with mobile de-
vices was heavily studied e.g., by Rohs et al. [
31
,
32
] and recently
repeated in dierent contexts [
8
]. Many research also looked at con-
trollers [
6
,
20
] or device types [
13
,
25
,
34
] on immersion in games
and other VR worlds. Already in 1999 Pierce et al. [
28
] published
guidelines for successful HMD-based experiences. Current HMD
manufacturers are pushing hard to close the gap between simula-
tion and reality as demonstrated by previous research [
21
], e.g., by
introducing new hardware (e.g., the Oculus Rift consumer version)
or algorithms (e.g., Mayo Clinic’s Galvanic Vestibular Stimulation
technology
2
). While this body of research is very relevant to the
work presented here, we intend to understand device dynamics
with respect to 360
°
videos. Perhaps, the closest research to ours
was reported by Boonsuk and his colleagues, where they evaluated
the optimal interface for panoramic 360
°
videos [
4
]. Their primary
focus was on uncovering the degree of spatial cognition that a 360
°
video demands. In contrast we look at the mobile user experience
with 360°videos.
3 USER STUDY
We conducted a user study to investigate the viewport as well as
the device dynamics of 360
°
videos in more detail. We explored
the interaction with and viewing experience of two dierent type
of 360
°
videos on three dierent devices with dierent interaction
modalities.
3.0.1 Participants. We recruited a group of 18 people from
our research facilities (9 males, 9 females, age range 20 – 54). For
recruiting, we used stratied sampling with snowball sampling
within each stratum. One participant could not complete the ex-
periment due to cyber-sickness while wearing the HMD. So we
recruited another participant of the same gender for completeness.
All participants owned a mobile device (a smartphone or a tablet
or both), but none of them had experiences with actively watching
360°videos.
3.0.2 Apparatus. We used a 5.1 inch Samsung Galaxy S6 as
the smartphone on which the 360
°
videos were navigated using
a dynamic peephole navigation [
22
], a 10.1 inch Samsung Galaxy
Tab 2 as the tablet on which the 360°videos were navigated using
touch as an input modality, and Samsung Gear VR as the HMD on
which the content can be explored using full body input [35].
All study participants watched two 360
°
videos one with a static
viewport (SVP) and one with a moving viewport (MVP) on each of
the three dierent mobile devices. This resulted in six 360
°
videos
for each participant. In the smartphone and HMD conditions we
2http://www.vmocion.com
Type Name Narration
SVP Waldo[9] Guided exploration of a scene to look out for a person named Waldo [3:53 min].
SVP Refugee[33] Short documentary about the refugee crisis in Europe [3:16 min].
SVP Horror[19] Japanese horror movie [3.02 min].
MVP Dive[7] Dive with sharks near the sunken wreckage of the Ray of Hope [4:10 min].
MVP Mountain[14] Last steps to the Mont Blanc summit [3:17 min].
MVP Car[23] Convertible drive on the Pacic Coast Highway [2.16 min].
Table 1: List of static viewport 360°videos (SVP) and moving viewport 360°videos (MVP) used in the user study.
logged the 2D orientation data from the built-in gyroscope of Sam-
sung Galaxy S6, and on the tablet, we logged the touch (and scroll)
input on the screen using a custom logger application. We use
the orientation data to study the degree of 2D exploration in the
smartphone and HMD condition. For the tablet, we analysed the
scroll movements with respect to the screen resolution to acquire
participant’s degree of exploration on the 2D plane.
3.0.3 Video Selection & Characteristics. The six 360
°
videos
(professional as well as semi-professional videos) used in the study
were selected from the 360
°
videos YouTube channel
3
. All 360
°
videos were ranked within the top 50 trending 360
°
videos in this
channel in March 2016.
First, we went through all videos and grouped them by their
main viewport characteristics. Independent from the content shown
in the videos about 40% of the 360
°
videos mainly used one or
multiple static viewports (SVP) (i.e. the cameras were placed on a
stand in the centre of the scene to record the 360
°
video ), whereas
the rest mainly used moving viewports (MVP) (i.e. the cameras
were moved while recording the video). Most of the videos also
combined scenes with SVP followed by scenes with MVP and vice
versa. Therefore we rst selected those 360
°
videos from the list
that mainly used one VP throughout the whole video and were
about 3–4 minutes long. Videos that were changing the viewport
dynamics between SVP and MVP multiple times were removed as
possible study video candidates. We excluded extreme MVP videos,
which rapidly alter the VP in 3D dimensions (e.g., roller coaster
rides or ghter jet ights) to avoid cyber sickness of our participants.
Naturally, the content of MVP 360
°
videos is dierent to the content
of SVP 360
°
videos; as such we carefully assessed the content of the
videos and selected only those videos with comparable content but
having dierent viewport characteristics. Table 1 lists all the videos
and their links that we have used in the study after following the
selection procedure mentioned above.
3.0.4 Design. Our experiment followed a 3x2 factorial within-
subject design with the dierent devices (tablet, mobile, HMD) and
the viewport characteristics (SVP, MVP) as the factors. The three
videos for each viewport were randomly assigned to the conditions.
The order of device condition was counterbalanced and presented in
blocks. For example, both videos (SVP, MVP or vice versa) with the
HMD happened in one block without allowing the user to switch
to another method. With 18 subjects the test application on the
devices recorded 108 trials.
3https://goo.gl/NLNr7H
3.0.5 Procedure. Initially, participants were given a written
task description and were asked about their demographics and de-
vice experiences. Next, the participants tested each device condition
while seated in a revolving chair in front of a table. We used a 360
°
video with an SVP in this training phase [36].
After each device condition, the participants were requested to
complete a SUS questionnaire
4
. After completing all conditions, we
conducted semi-structured interviews with the participants and had
them rate the quality of the 360
°
videos as well as their preferred
device. To stimulate discussion of possible reasons for selecting a
particular type of device, we presented the participants with three
possible factors: exploration, navigation, and immersion. Later, we
analysed data by coding the selection reasons against each device.
Each interview was audio-recorded for later analysis. The total
time each participant took was about 50 minutes.
4 RESULTS
In this section, we discuss the study results from two main perspec-
tives. First, we discuss participants’ viewing experience with 360
°
videos with dierent viewport characteristics. Then, we discuss
which devices were preferred for watching 360°videos.
4.1 Understanding Viewport Dynamics
First, we assessed how dierent viewport compositions inuence
viewers experience independent from the content shown in the
videos. In particular, we were interested in answering whether dif-
ferent viewports demand dierent exploration patterns. We noticed
that MVP videos, no matter what content was shown, consistently
require more exploration from viewers than SVP videos for all three
devices. On average, all participant’s exploration rate with MVP
videos was 17.3
°
per 30 seconds, on the contrary for SVP it was
14.6
°
per 30 seconds. We run a paired samples t-test to evaluate the
dierence in the exploration rate on viewports across all partici-
pants and found signicant dierence in the exploration rate for
SVP and MVP (t(53)=12.933 and p< .01).
As an illustration of this observation, we randomly picked two
participants’ trace for two videos with varying viewports across
three devices from our sample and plotted their exploration be-
haviour in Figure 1.
This observation is counterintuitive as the natural expectation
is that when the viewport is static viewers will explore more to
4
The System Usability Scale (SUS) is a technology agnostic survey that are used to
assess the usability of a variety of products or services. It is composed of ten statements
contributing to a single score ranging from 0 to 100 [5].
Figure 1: Two randomly selected participants’ exploration
behaviour with SVP and MVP videos in the mobile, tablet
and HMD conditions. Here, exploration indicates the degree
of user activity of looking around in the 360°video to dis-
cover more content. We notice that SVP videos typically
have an initial exploration phase, in contrast MVP videos
are explored throughout.
experience the action from all angles and directions. However, our
results suggest the opposite, i.e.; viewers explore the viewports as
they keep changing instead of focusing on the moving action frame.
Qualitative feedback from the participants shed some light on
this phenomenon. A majority (14) of the participants mentioned
that static viewport becomes monotonous after several seconds
(5-10s) of initial exploration while moving viewport constantly
encourages them to explore the action frames from dierent angles.
In the interview one participant commented:
“SVP are boring. You look around, and then you
are done.. . . " (P5)
Similar comments were received from other participants (P1, P8,
P17).
Also, an additional promise of 360
°
videos is that the viewing ex-
perience is dierent for dierent individuals. Therefore, we looked
at the exploration behaviour at individual scale. We refer to Figure
1 again here, in which a pair of randomly picked participants watch-
ing the same 360
°
video in the same device
5
. We observe that for
all the cases, the same video was explored dierently by dierent
participants. For example, while watching the
Horror
video on
mobile the two participants’ exploration rate was 13
°
and 19
°
per 30
5For readability we present the rst 135 seconds of each video.
seconds respectively; for
Dive
on HMD these rates were 21
°
, and 31
°
per 30 seconds respectively. Similar results were observed for other
pairs. Indeed, we found that across all participants, their degrees of
exploration were not correlated (Pearson’s
r=
0
.
28
,
0
.
14
,
0
.
12
for mobile, tablet and HMD respectively, and
p> .
01 for the same
movie).
Another interesting observation was that SVP videos elicit explo-
ration in short bursts followed by a short period of no exploration.
This is particularly the case at the beginning 10 to 30 seconds of the
videos during which viewers initially explore the viewport (e.g., as
in
Horror
or
Waldo
) before settling on to the centre action frame
with occasional exploration.
Although MVP videos are more appealing for exploration, it
comes at the expense of demanding user attention, which often
causes confusion and even frustration among the viewers. This
is because as the viewport changes, viewers want to experience
the 360
°
video from all angles, and in the process sometimes they
miss interesting actions, or they become confused. In particular,
while watching a video on an HMD that oers a high degree of
immersion, such viewport changes makes viewers confused. One
specic comment was:
“You are navigating in the scene and all of a sud-
den the entire scene changes. That is confusing.. . ."
(P1)
Another remark was:
“ I looked left, then I looked right. When I looked
left again , the scene was dierent .. . " (P17)
One interesting situation that we encountered multiple times
in our study was that the sudden transition of viewports without
adequate transition cues in a video caught participants by surprise
while using a HMD (e.g., as in
Car in 0:31 min
). Due to the
high immersion factor, if a scene transition happens unexpectedly
it causes physical distress to viewers. As such the lmmakers need
to provide eective and artistic cues either visual or auditory, to
avoid such situations in a 360°video .
Videos are primarily about the lmmaker conveying a message,
with artistic composition of action frames to construct the most
compelling story. However, given the freedom of exploration that
the viewers possess in 360
°
videos we concur that directed sto-
rytelling would be dicult without implicit or explicit guidance.
This is especially essential for MVP videos as viewers frequently
explore the viewports, and in the process, they might miss the most
interesting frames in the video. Multiple remarks (11) from our
participants emphasised this fact. One participant mentioned:
“ In a regular video, the viewport is picked by a pro
lmmaker. Now I might miss out on something... . "
(P11)
Although these concerns with MVP based 360
°
videos, our par-
ticipants rated MVP videos higher than SVP videos, as shown in
Figure 2(a,b).
Diving
and
Car
received the highest ratings (both
are MVP videos), followed by
Refugee
(SVP),
Mountain
(MVP),
Horror
(SVP) and
Waldo
(SVP). On an average 62% of the partici-
pants rated MVP videos as very good or good as opposed to 32%
rating SVP videos as very good or good. A Chi-square test also con-
rmed that participants’ rating towards 360
°
videos signicantly
Figure 2: (a) Participants’ subjective rating of dierent 360°
videos and (b) comparison of SVP and MVP based videos
diered by viewport dynamics (
χ2(
4
,N=
108
)=
16
.
088 and
p< .01).
Looking further into this through subjective data, we found those
participants preferred MVP videos primarily due to high immersion,
excitement and emotionally engaging experience. On the contrary,
our participants (17) constantly remarked that SVP videos are only
good for documentaries, that are slow paced, explorative and does
not demand high attention (e.g., Refugee). One comment was:
“ For documentaries, I see a plus for static view-
ports and for all the rest you miss the fun... . " (P18)
4.2 Understanding Device Dynamics
In this section, we shift our focus on devices, and our objective is
to answer - which device participants prefer to watch a 360
°
video
and why. 55% of the participants selected a smartphone as their
preferred device to watch a 360
°
video followed by a tablet (28%)
and an HMD (17%). While their explicit ratings clearly showed a
preference towards a smartphone, the SUS scores as illustrated in
Figure 3(a) for the three devices were less conclusive - smartphone
with
µ
: 75
.
83
,σ
: 9
.
63, tablet with
µ
: 75
.
28
,σ
: 12
.
03 and HMD
with
µ
: 66
.
53
,σ
: 13
.
15. Hence, we conducted one-way repeated
measure ANOVA on the SUS means of the groups and observed
a statistically signicant dierence (
F(
2
,
34
)=
3
.
585
,p< .
05)
across the groups.
To examine this result further, we looked at three factors of
these devices - exploration, navigation and immersion. We con-
ducted a two-way contingency table analysis to see if these fac-
tors inuenced participants’ choices about using a specic de-
vice for watching 360
°
videos, and found a signicant association
(
χ2(
4
,N=
54
)=
25
.
123 and
p< .
001). Figure 3 (b) shows how
these factors inuenced participants’ device preference.
Indeed, our interviews revealed that participants felt most com-
fortable with the mobile device due to the simplicity of the peephole
exploration and familiarity with navigation technique (stop, fast
Figure 3: (a) SUS scores of mobile, tablet and HMD and (b) dif-
ferent factors inuencing participants’ preference towards
a device
forward, etc.) in a mobile. However, multiple comments (7) were
raised regarding the ergonomic diculties faced with the mobile,
as participants mentioned that they wouldn’t be keeping their arm
raised for a long time. Tablets were primarily preferred due to the
familiarity and its simple navigation controls.
However, it was mentioned (11) that since one has to click and
drag around the screen to see dierent views, 360
°
videos are not
immersive in a tablet, put extra burden and as a result the charm
wears o quickly. HMD by far was mentioned as the most immersive
device for watching 360
°
videos. In fact, 89% of the participants
mentioned that HMD gives them a completely dierent sensation,
and they feel as if they’re actually in the scene as it unfolds before
their eyes. One particular comment was:
“You are isolated from external elements. I no
longer thought about the room I’m in . . . " (P1)
Also, with HMD users can explore the viewport more naturally.
Multiple participants (4) mentioned that the exploration comes
naturally to them in a HMD. We explicitly looked at participants’
exploration characteristics over three devices. On average a partici-
pant exploration rate with HMD was 28
°
per 30 seconds, followed by
mobile (21
°
per 30 seconds) and tablet (9
°
per 30 seconds). one-way
repeated measure ANOVA test conrmed that that participants’
degree of exploration 360
°
videos signicantly diered by device
types (F(2,34)=4.745,p< .01)
This result clearly suggests that a viewer will explore a 360
°
video more freely on a HMD. However, these natural exploration
and immersion come at a high cost of poor ergonomics. All of our
participants mentioned that the HMD was too heavy to wear, and
they felt physically stressed. As we mentioned, one of participant
quit the study after 30 seconds of wearing the HMD as she felt
sick caused by motion, pixelated screen, and weight of the HMD.
Furthermore, as mentioned earlier, sudden viewport changes with-
out eective cues also contributes to cyber-sickness. Albeit these
constraints, several of our participants (9) mentioned that if the
weight of the HMD and screen resolution are improved, they would
prefer HMD for watching 360°videos.
It was clear from our study that tablet (and as a generalisation a
device with static position) is not immersive enough to emotionally
engage the audiences with 360
°
videos. While, the mobility oered
by mobile and HMD brings the engagement higher, it also demands
dedicated physical setting, i.e., the very nature of the way a viewer
explore the viewports of a 360
°
video would require rotatable seating
furniture. This aspect was highlighted by multiple participants (11).
One particular comment was:
“We need new furniture. I can’t see myself using
this in my couch. I need a couch that can turn.. . . "
(P7)
Similar comments were received from other participants. How-
ever, this personalised physical setting also has interesting social
consequences. As one participant commented:
“With a box on your head, you miss the social as-
pect of watching a movie together, eating a snack,
etc.. . . (P18)
Videos - whether they are movies, sports, ads or otherwise -
play a critical role as a social trigger to bring families, friends, and
colleagues together by oering them a shared experience. With
the advent of 360
°
videos and consequent demand for personalised
setups, we see an interesting dynamics emerging here. With per-
sonalised rotatable seating arrangements, immersive content, and
improved consumption device viewers will experience 360
°
videos
uniquely. However, this engaging experience comes at the expanse
of time spent on the social interactions while enjoying a video.
5 DISCUSSION & CONCLUSIONS
The study results gave us an illuminating picture of participants’
experience of watching dierent 360
°
videos with various mobile
devices. We briey highlight a set of implications here that emerged
from our study.
360°videos need guidance:
Our participants preferred MVP
360
°
videos over SVP videos. In addition, MVP 360
°
videos
triggered more interaction with the content by the partic-
ipant. Therefore, we recommend using MVP, if the lm-
makers prefer to have the users interacting with the content.
Even so, we observed and initial 10 to 30 seconds exploration
phase in the SVP 360
°
videos , we recommend to guide fur-
ther interaction explicitly (e.g., as in
Waldo
) or implicitly
(e.g., as in Horror) after the initial exploration phase.
Scene transitions need careful composition:
MVP 360
°
videos are cognitively more demanding. Producers should
carefully guide users attention to avoid abrupt VP changes
(e.g., as in
Car
in 0:31 min.) This is particularly true for de-
vices that oer a high degree of immersion (e.g., an HMD).
In these cases careful VP changes are one important factor to
reduce and avoid cyber-sickness. Similar as for the SVP 360
°
videos we recommend guiding users with visual or auditory
cues to avoid bad VP changes. We have observed that videos
with VP changing supported with one or multiple cues (e.g.,
in
Mountain
with the path and in
Car
with the road) are
in general cognitively less challenging than free and fast
VP changes in 3D space (e.g., as in roller coaster rides etc.).
Therefore, we would also recommend to cut dierent ver-
sions of one 360
°
video with especially trimmed VP changes
for the use on an HMD or mobile with dynamic peephole
interaction.
360°videos need new entertainment constellation:
Current HMDs are not ready yet to allow a smooth video
viewing experience. Multiple technical challenges (e.g., screen
resolution, form factor, weight distribution, etc.) need to be
addressed to provide a better viewing experience. Even so,
the 360
°
videos used in the study were just about three min-
utes long, the participants complained about the clumsiness
of the HMD. Nevertheless, the HMD provides by far the
highest degree of immersion. Overall, the dynamic peephole
interaction technique on the smartphone provided the best
viewing experience. Some participants also recommend to
use a bigger device (e.g., the tablet) for the interaction, if the
device is not heavy. In both cases (HMD and smartphone)
participants also argued that both interactions would re-
quire rotatable new seating furniture in their living rooms.
Past research has also uncovered similar insights highlight-
ing swivel chairs oer superior viewing experience [
15
].
Indeed, we are already observing such new entertainment
constellation emerging commercially for 360
°
videos, e.g.,
VR Cinema6.
The results and observation presented in this paper should be
taken in the light of the study conditions and the devices and thus
may not necessarily be generalisable to all situations across all
360
°
videos. For example, our experimental settings did not include
combination of SVP and MVP videos. We have reported both view-
port compositions have advantages and disadvantages. In future
we want to study the eect of combined viewport on users’ view-
ing experience. Another limitation of our work is the content bias.
Given, the selected videos are chosen from YouTube without any
control on the story and emotional appeal, we have not quantied
the content inuence. However, we consider this is a fantastic route
to follow in the future with respect to 360
°
videos and in particular
assess the relationship of emotional attributes and users’ viewing
experience. Another potential area of exploration is the impact of
users’ posture and dierent environment constellations. In future
work we also want to study the auditory component that naturally
adds to the overall 360°video viewing experience.
To conclude, our results suggest that 360
°
videos with moving
viewports trigger more exploration and oer superior viewing ex-
perience across all devices. However, these videos demand higher
user attention, and can often cause motion sickness if viewport
transitions are not composed carefully. Especially when watched
on HMDs. The most interesting nding of our study is the fact that
our participants preferred peephole interaction on a smartphone
for consuming 360°videos.
While the general wisdom is that the HMD is the most suitable
device for 360
°
videos, our study suggests that HMD is not ready yet
to resonate with a mass audience due to higher cognitive burden,
motion sickness and physical discomfort even so HMDs clearly
provide the highest degree of immersion. Taken together these and
the rest of our ndings oer subtle guidelines towards immersive
and dynamic visual experience with 360
°
videos on mobile devices.
6 ACKNOWLEDGEMENTS
This research was supported by SeRGIo, an icon project realised
in collaboration with IMEC, with project support from VLAIO
(Flanders Innovation & Entrepreneurship) and by the Volkswagen
foundation through a Lichtenbergprofessorship.
6https://thevrcinema.com
REFERENCES
[1]
BBC. 2016. BBC 360 Degree Channel. (2016). https://goo.gl/cseiFj Last accessed:
March 31, 2016.
[2]
Hrvoje Benko and Andrew D. Wilson. 2010. Multi-point Interactions with Immer-
sive Omnidirectional Visualizations in a Dome. In ACM International Conference
on Interactive Tabletops and Surfaces (ITS ’10). ACM, New York, NY, USA, 19–28.
[3]
Lizzy Bleumers, Wendy Van den Broeck, Bram Lievens, and Jo Pierson. 2012.
Seeing the Bigger Picture: A User Perspective on 360 degree TV. In Proceedings
of the 10th European Conference on Interactive Tv and Video (EuroiTV ’12). ACM,
New York, NY, USA, 115–124.
[4]
Wutthigrai Boonsuk, Stephen Gilbert, and Jonathan Kelly. 2012. The Impact of
Three Interfaces for 360-degree Video on Spatial Cognition. In Proceedings of the
SIGCHI Conference on Human Factors in Computing Systems (CHI ’12). ACM, New
York, NY, USA, 2579–2588. https://doi.org/10.1145/2207676.2208647
[5]
John et al. Brooke. 1996. SUS-A quick and dirty usability scale. Usability evaluation
in industry 189, 194 (1996).
[6]
Paul Cairns, Jing Li, Wendy Wang, and A Imran Nordin. 2014. The inuence of
controllers on immersion in mobile games. In Proceedings of the SIGCHI Conference
on Human Factors in Computing Systems. ACM.
[7]
Discovery Channel. 2016. MythBusters: Shark Shipwreck. (2016). https://goo.gl/
lGJvyh Last accessed: March 31, 2016.
[8]
Ashley Colley, Wouter Van Vlaenderen, Johannes Schöning, and Jonna Häkkilä.
2016. Changing the camera-to-screen angle to improve AR browser usage. In
Proceedings of the 18th International Conference on Human-Computer Interaction
with Mobile Devices and Services. ACM, 442–452.
[9]
Corridor Digital. 2016. Where’s Waldo 360
°
. (2016). https://goo.gl/T8gPQP Last
accessed: March 31, 2016.
[10]
Diana Fonseca and Martin Kraus. 2016. A Comparison of Head-mounted and
Hand-held Displays for 360&Deg; Videos with Focus on Attitude and Behavior
Change. In Proceedings of the 20th International Academic Mindtrek Conference
(AcademicMindtrek ’16). ACM, New York, NY, USA, 287–296. https://doi.org/10.
1145/2994310.2994334
[11]
JR Futrell. 2016. See the future of video by looking behind you: Introducing 360
degree video ads. (2016). http://goo.gl/n8wISz Last accessed: March 31, 2016.
[12]
John Gaudiosi. 2016. This company streams live sports events to virtual reality.
Here is how. (2016). http://goo.gl/Q9lq79 Last accessed: March 31, 2016.
[13]
Vivian Genaro Motti and Kelly Caine. 2014. Understanding the wearability of
head-mounted devices from a human-centered perspective. In Proceedings of the
2014 ACM International Symposium on Wearable Computers. ACM.
[14]
Google. 2016. Mont Blanc Street View - 360
°
video of the Mont Blanc Summit.
(2016). https://goo.gl/sfdPSI Last accessed: March 31, 2016.
[15]
Jan Gugenheimer, Dennis Wolf, Gabriel Haas, Sebastian Krebs, and Enrico Rukzio.
2016. SwiVRChair: A Motorized Swivel Chair to Nudge Users’ Orientation for
360 Degree Storytelling in Virtual Reality. In Proceedings of the 2016
CHI Conference on Human Factors in Computing Systems
(CHI ’16). ACM, New York, NY, USA, 1996–2000. https://doi.org/10.
1145/2858036.2858040
[16]
Jochen Huber, Jürgen Steimle, and Max Mühlhäuser. 2010. Toward more e-
cient user interfaces for mobile video browsing: an in-depth exploration of the
design space. In Proceedings of the international conference on
Multimedia. ACM, 341–350.
[17]
Satu Jumisko-Pyykkö, Mandy Weitzel, and Dominik Strohmeier. 2008. Designing
for user experience: what to expect from mobile 3D TV and video?. In Pro-
ceedings of the 1st international conference on Designing
interactive user experiences for TV and video. ACM, 183–192.
[18]
Shunichi Kasahara, Shohei Nagai, and Jun Rekimoto. 2015. First Person Omni-
directional Video: System Design and Implications for Immersive Experience.
In Proceedings of the ACM International Conference on In-
teractive Experiences for TV and Online Video (TVX ’15).
ACM, New York, NY, USA, 33–42. https://doi.org/10.1145/2745197.
2745202
[19]
kayt2525. 2016. THETA 360 – horror movie. (2016). https://goo.gl/
WqNkOy Last accessed: March 31, 2016.
[20]
Sei-Young Kim, Joong Ho Lee, and Ji Hyung Park. 2014. The eects of visual
displacement on simulator sickness in video see-through head-mounted displays.
In Proceedings of the 2014 ACM International Symposium
on Wearable Computers. ACM, 79–82.
[21]
Taro Maeda, Hideyuki Ando, Tomohiro Amemiya, N Nagaya, Maki Sugimoto,
and Masahiko Inami. 2005. Shaking the world: galvanic vestibular stimulation
as a novel sensation interface. In ACM SIGGRAPH 2005 Emerging
technologies. ACM, 17.
[22]
Sumit Mehra, Peter Werkhoven, and Marcel Worring. 2006. Navigating on
Handheld Displays: Dynamic Versus Static Peephole Navigation. ACM Trans.
Comput.-Hum. Interact. 13, 4 (Dec. 2006), 448–457.
[23]
Mercedes. 2016. 360
°
video drive in the SL along the Californian coastline –
Mercedes-Benz original. (2016). https://goo.gl/QgDiqi Last accessed:
March 31, 2016.
[24]
Kenton O’Hara, April Slayden Mitchell, and Alex Vorbau. 2007. Consuming video
on mobile devices. In Proceedings of the SIGCHI conference on
Human factors in computing systems. ACM, 857–866.
[25]
Randy Pausch, M Anne Shackelford, and Dennis Prott. 1993. A user study
comparing head-mounted and stationary displays. In Virtual Reality, 1993.
Proceedings., IEEE 1993 Symposium on Research Frontiers
in. IEEE.
[26]
Fabrizio Pece, James Tompkin, Hanspeter Pster, Jan Kautz, and Christian
Theobalt. 2014. Device eect on panoramic video+ context tasks. In Proceed-
ings of the 11th European Conference on Visual Media
Production. ACM, 14.
[27]
Benjamin Petry and Jochen Huber. 2015. Towards eective interaction with om-
nidirectional videos using immersive virtual reality headsets. In Proceedings
of the 6th Augmented Human International Conference.
ACM, 217–218.
[28]
Jerey S Pierce, Randy Pausch, Christopher B Sturgill, and Kevin D Christiansen.
1999. Designing a successful HMD-based experience. Presence 8, 4 (1999),
469–473.
[29]
Roman Rädle, Hans-Christian Jetter, Jens Müller, and Harald Reiterer. 2014. Bigger
is not always better: display size, performance, and task load during peephole map
navigation. In Proceedings of the 32nd annual ACM conference
on Human factors in computing systems. ACM, 4127–4136.
[30]
João Ramalho and Teresa Chambel. 2013. Immersive 360
°
Mobile Video with
an Emotional Perspective. In Proceedings of the 2013 ACM Inter-
national Workshop on Immersive Media Experiences (Im-
mersiveMe ’13). ACM, New York, NY, USA, 35–40. https://doi.org/
10.1145/2512142.2512144
[31]
Michael Rohs, Robert Schleicher, Johannes Schöning, Georg Essl, Anja Naumann,
and Antonio Krüger. 2009. Impact of item density on the utility of visual context
in magic lens interactions. Personal and Ubiquitous Computing 13,
8 (2009), 633–646.
[32]
Michael Rohs, Johannes Schöning, Martin Raubal, Georg Essl, and Antonio Krüger.
2007. Map navigation with mobile devices: virtual versus physical movement with
and without visual context. In Proceedings of the 9th international
conference on Multimodal interfaces. ACM, 146–153.
[33]
RYOT. 2016. The Crossing: A 360
°
Look Into the Journey of Refugees to Greece.
(2016). https://goo.gl/zJp7UP Last accessed: March 31, 2016.
[34]
Beatriz Sousa Santos, Paulo Dias, Angela Pimentel, Jan-Willem Baggerman, Carlos
Ferreira, Samuel Silva, and Joaquim Madeira. 2009. Head-mounted display versus
desktop for 3D navigation in virtual reality: a user study. Multimedia Tools
and Applications 41, 1 (2009), 161–181.
[35]
Mel Slater and Martin Usoh. 1994. Body centred interaction in immersive virtual
environments. Articial life and virtual reality 1 (1994), 125–148.
[36]
BBC Earth Unplugged. 2016. 360
°
video Red Kite Bird Feeding Frenzy. (2016).
https://goo.gl/mCJMBV Last accessed: March 31, 2016.
[37]
Goranka Zoric, Louise Barkhuus, Arvid Engström, and Elin Önnevall. 2013.
Panoramic video: design challenges and implications for content interaction.
In Proceedings of the 11th european conference on Interac-
tive TV and video. ACM, 153–162.
... Compared with a 2D screen, a VR headset such as an HMD provides a more immersive experience while watching 360 • videos [14]. The heightened sense of immersion not only enriches the user's perception of presence but also elicits a stronger emotional response to visually appealing content [15]. ...
... The heightened sense of immersion not only enriches the user's perception of presence but also elicits a stronger emotional response to visually appealing content [15]. However, this advantage comes at the cost of increased symptoms of nausea, oculomotor, and disorientation as illustrated in previous studies [4,14]. ...
Article
Full-text available
360∘ videos enable viewers to watch freelyfrom different directions but inevitably prevent them from perceiving all the helpful information. To mitigate this problem, picture-in-picture (PIP) guidance was proposed using preview windows to show regions of interest (ROIs) outside the current view range. We identify several drawbacks of this representation and propose a new method for 360∘ film watching called AdaPIP. AdaPIP enhances traditional PIP by adaptively arranging preview windows with changeable view ranges and sizes. In addition, AdaPIP incorporates the advantage of arrow-based guidance by presenting circular windows with arrows attached to them to help users locate the corresponding ROIs more efficiently. We also adapted AdaPIP and Outside-In to HMD-based immersive virtual reality environments to demonstrate the usability of PIP-guided approaches beyond 2D screens. Comprehensive user experiments on 2D screens, as well as in VR environments, indicate that AdaPIP is superior to alternative methods in terms of visual experiences while maintaining a comparable degree of immersion.
... Modern MR headsets increasingly rely on video see-through technologies, where users view their surroundings through stereoscopic, high-resolution video displayed in real-time on the headset's screens [7,11]. These technologies enable indoor and outdoor use, potentially changing how MR can be integrated into daily life. ...
Conference Paper
Full-text available
Mixed reality (MR) technologies are evolving to become more portable, incorporating video see-through capabilities, which enable a shift from stationary to mobile use. This development allows MR headsets to be used in various everyday contexts, including eating, travelling, and exercising. Before MR technologies reshape how we live and seamlessly integrate into our daily activities, we must understand the lived experiences of using MR in our personal lives and their influences and implications on our day-to-day activities. This paper presents an autoethnographic study that adopts an exploratory first-person perspective to uncover challenges and opportunities within this intimate context. We present the experiences and challenges of living in mixed reality, including on-the-go scenarios and social interactions. Our findings reveal issues such as social and ethical concerns and offer lessons learned to inform the design of future interactive systems for mobile mixed reality.
... Moreover, the need to re-educate audiences on media literacy becomes necessary (Bunardi and Prestianta, 2023;Glas et al., 2023). In addition to these ethical issues, technological limitations such as causing sickness, dizziness, or distraction when watching VR news (Broeck et al., 2017;Lin et al., 2017) may limit audiences' experience. ...
Article
Full-text available
Introduction This study explores the intersection of virtual reality (VR) technology and journalism, with a particular focus on the application of VR in news productions by China Central Television (CCTV). The research aims to assess how VR enhances immersive storytelling, the prevailing news values it supports, and how journalistic roles are performed within these productions in China. Methods A content analysis was conducted on 234 VR news productions by CCTV, examining the use of immersive elements, the representation of news values, and the roles of journalists in the context of VR news. Results The findings indicate that, while VR enhances audience engagement through immersive experiences, its application in CCTV’s VR news remains limited in scope. The technology is primarily employed within traditional journalistic frameworks, often emphasizing the loyal-facilitator role. Discussion The study reveals that immersive journalism at CCTV tends to support state-aligned narratives, promoting positive news values and limiting the critical engagement typically associated with more interventionist journalistic models. By examining the news values and the nuanced performances of journalistic roles in the context of VR news, this research contributes to the broader understanding of how emerging technologies like VR are shaping journalistic practices in authoritarian media systems, offering insights into both the potential and limitations of VR in enhancing audience engagement while maintaining journalistic integrity.
... This could be another piece of the puzzle explaining why IJ might not be as engaging as commonly expected. Potential avenues to explore are numerous, such as the cognitive demands placed on users ) Van den Broeck et al., 2017( or that the audience might be overwhelmed with the intense experience the inclusive and interactive technology facilitates ) Greber et al., 2022(, and might not appreciate being "taken hostage" in a journalistic experience while wearing a headset ) Goutier et al., 2021(. Future studies could consider user evaluations of their experiences, as suggested for emotional experiences ) Lecheler, 2020(. ...
Article
Full-text available
This study aims to disentangle how exactly immersive journalism (IJ) relates to a spectrum of democratically relevant engaging outcomes. To do so, I consider a potentially engaging dimension of IJ: interactivity and a resulting “sense of agency.” In a pre-registered laboratory experiment ( N = 150), I test the effect of exposure to IJ productions that vary in their range of interactivity on a spectrum of participatory intentions and behaviors. Results indicate that a medium level—but not a high level—of interactivity in IJ enhances participation in, but not participation through, journalism. In addition, presence, rather than agency, facilitates participative intentions.
... It is a challenge to clearly connect insights from previous work on 360°video in interaction design to the use of 360°video in VDE. Previous work largely focused on analyzing how users view a series of short 360°video clips [7,17,25,26]. Jin et al. [17] indicate four key insights into how participants explored 360 content: (1) users mainly watch the center of the videos (2) users explore more horizontally than vertically (3) the top and bottom of the videos are hardly ever watched (4) different videos let users focus on different parts, and different users have different behavior patterns. However, these studies do not explore the users' navigation of time and instead play the videos linearly -in contrast to the iterative exploration of designers that involves re-viewing moments of a video several times [30,42]. ...
Preprint
Full-text available
The increased ubiquity of 360{\deg} video presents a unique opportunity for designers to deeply engage with the world of users by capturing the complete visual context. However, the opportunities and challenges 360{\deg} video introduces for video design ethnography is unclear. This study investigates this gap through 16 workshops in which experienced designers engaged with 360{\deg} video. Our analysis shows that while 360{\deg} video enhances designers' ability to explore and understand user contexts, it also complicates the process of sharing insights. To address this challenge, we present two opportunities to support the use of 360{\deg} video by designers - the creation of designerly 360{\deg} video annotation tools, and 360{\deg} ``screenshots'' - in order to enable designers to leverage the complete context of 360{\deg} video for user research.
... Prior work has reported positive effects on learning with VR videos, such as improved knowledge retention [5], motivation [18], and academic performance [41,76,96]. It also achieves technical advantages compared to other VR content given its ease of creation [45,102], cost-effectiveness [41,69], compatibility of a variety of devices [14,44,68,88], and convenient employment without the need for extensive technical knowledge or training [75,80]. ...
... In this study, one of the students states "It was immersive and realistic, and I could feel what was going on firsthand, but the distortion of the screen and the eye strain and headaches associated with it made it difficult for me to use it on a daily basis". The participants in Van De Broeck [54] concluded that although the immersiveness with HMDs offer the best user experience, they are associated with cognitive burden, motion sickness and physical discomfort. Somrak et al [55] reported negative association between VR sickness discomfort levels and user experience. ...
Article
Full-text available
Background The practical sessions during skills laboratory simulation or clinical simulation are cores of nursing education. For this, different modalities have been devised to facilitate psychomotor skills learning. One of the commonly used educational material or instructional method to supplement skills learning across various disciplines is video-based teaching method. The opportunities of traditional two-dimensional video might be limitless and maximized with 360º virtual reality (VR) video, which offers immersive experience. This study incorporates 360º VR video into skills laboratory training as an alternative approach to face-to-face procedure demonstration. Methods An open-label, parallel (1:1), randomized controlled trial study was conducted among third-year undergraduate nursing students at Hiroshima University, Japan. The nursing students were block-randomized into 360º VR video and face-to-face demonstration group. After a 3-hour theoretical class of patient management on ventilator and closed-suction principles of mechanically ventilated patients in an Intensive Care Unit focused class, the 360º VR group watched the 360º VR video of closed tracheal suction (including oral) using the head-mounted display of Meta Quest 2 individually, while the face-to-face group attended the instructor’s demonstration. A week after the skills laboratory, the students’ psychomotor skills, knowledge, satisfaction, confidence were evaluated; the 360º VR video group’s perception was explored; Wilcoxon rank-sum test was used to compare the two groups. Results A total of 57 students were analyzed; 27 students in the 360º VR video group and 30 students in face-to-face group. There were no statistically significant differences between both groups in skills, knowledge, and confidence. However, the face-to-face group had higher satisfaction level than the 360º VR group; this difference was statistically significant. In the 360º VR video group, 62% agreed that VR makes learning more interesting; more than half of students (62.5%) experienced VR sickness symptoms, and “feeling of drunk” is the highest. The students appreciated the ready to use, immersiveness, and realism; however, symptoms and discomfort, burdensomeness, and production limitations were improvements recommended. Conclusion Although face-to-face demonstration is the established method of teaching psychomotor skills to nursing students, the use of 360º VR video could achieve similar learning effect as an alternative approach.
Conference Paper
Full-text available
Mobile devices are currently the most commonly used platform to experience Augmented Reality (AR). Nevertheless, they typically provide a less than ideal ergonomic experience, requiring the user to operate them with arms raised. In this paper we evaluate how to improve the ergonomics of AR experiences by modifying the angle between the mobile device's camera and its display. Whereas current mobile device cameras point out vertically from the back cover, we modify the camera angle to be 0, 45 and 90 degrees. In addition, we also investigate the use of the smartwatch as an AR browser form factor. Key findings are, that whilst the current approximately see-through configuration provides the fastest task completion times, a camera offset angle of 45° provides reduced task load and was preferred by users. When comparing different form factors and screen sizes, the smartwatch format was found to be unsuitable for AR browsing use.
Conference Paper
Full-text available
We present SwiVRChair, a motorized swivel chair to nudge users' orientation in 360 degree storytelling scenarios. Since rotating a scene in virtual reality (VR) leads to simulator sickness, storytellers currently have no way of controlling users' attention. SwiVRChair allows creators of 360 degree VR movie content to be able to rotate or block users' movement to either show certain content or prevent users from seeing something. To enable this functionality, we modified a regular swivel chair using a 24V DC motor and an electromagnetic clutch. We developed two demo scenarios using both mechanisms (rotate and block) for the Samsung GearVR and conducted a user study (n=16) evaluating the presence, enjoyment and simulator sickness for participants using SwiVRChair compared to self control (Foot Control). Users rated the experience using SwiVRChair to be significantly more immersive and enjoyable whilst having a decrease in simulator sickness.
Article
Full-text available
Handheld displays leave little space for the visualization and navigation of spatial layouts representing rich information spaces. The most common navigation method for handheld displays is static peephole navigation : The peephole is static and we move the spatial layout behind it (scrolling). A more natural method is dynamic peephole navigation: here, the spatial layout is static and we move the peephole across it. In the experiment reported here, we compared dynamic and static peephole navigation in otherwise similar conditions. Subjects viewed a spatial layout containing two lines on a static display screen. Only a part of the screen---the peephole---was visible. Subjects had to discriminate line length by either moving a dynamic peephole across a static layout of the lines or by moving a dynamic layout behind a static peephole. In both conditions, they used mouse-cursor control to move either the peephole or the lines.Results show significant differences in discrimination performance between conditions when lines are larger than the size of the peephole. Discrimination thresholds for static peephole navigation were 50--75p higher than for dynamic peephole navigation. Furthermore, static peephole navigation took 24p more time than dynamic peephole navigation.
Conference Paper
Full-text available
Extensive efforts have been dedicated to developing wearables, but existing solutions focus mainly on feasibility and innovation. Thus, although many devices are named 'wearable', users face some wearability issues. Previously adopt-ed trial and error approaches have effectively produced wearables, but not focusing on human factors. Through an extensive analysis of online comments about head-mounted devices, this paper presents their problem space from a human perspective. The analysis of online comments from existing and potential users enabled us to identify key aspects of the wearability of head-mounted devices, bridging the gap between design decisions and users' requirements.
Conference Paper
The present study is designed to test how immersion, presence, and narrative content (with a focus on emotional immersion) can affect one's pro-environmental attitude and behavior with specific interest in 360° videos and meat consumption as a non pro-environmental behavior. This research describes a between-group design experiment that compares two systems with different levels of immersion and two types of narratives, one with and one without emotional content. In the immersive video (IV) condition (high immersion), 21 participants used a Head-Mounted Display (HMD) to watch an emotional 360° video about meat consumption and its effects on the environment; another 21 participants experienced the tablet condition (low immersion) where they viewed the same video but with a 10.1 inch tablet; 22 participants in the control condition viewed a non emotional video about submarines with an HMD. The purpose of the experiment was to test the effect of presence and emotional impact on pro-environmental attitude and behavior. In a questionnaire, self-reported measurements were used to address presence, emotional impact and pro-environmental attitude, while an unobtrusive method evaluated pro-environmental behavior. The results showed that both immersion and emotional impact enhance self-reported presence; higher immersion and emotional impact enhanced pro-environmental attitude; narrative content and emotional immersion (i.e., personal attachment to the characters) enhanced pro-environmental behavior. Higher immersion appeared to increase pro-environmental behavior but not significantly.
Conference Paper
We present an experiment exploring the role of visual displacement to simulator sickness in a video see-through head-mounted display (HMD). To identify the effect of visual displacement on simulator sickness, we examined the effect of visual displacement conditions (ranging from 50 to 300 mm) on simulator sickness and investigated the adaptation of simulator sickness over three days. The results indicated that the total symptom score of simulator sickness in the 300 mm visual displacement condition was significantly higher than that of simulator sickness in the other visual displacement conditions. In addition, the total symptom score of simulator sickness became significantly lower over 1--3 days in the 200 mm visual displacement condition and 1--2 days in the 300 mm visual displacement condition, which means that adaptation was found over three days. However, only partial adaptation was shown in the visual displacement 300, thereby suggesting that high sensory conflict in visual displacement 300 results in increased time to adapt. These results indicate that simulator sickness in video see-through HMDs are adaptable over time, which supports previous studies.
Conference Paper
Omnidirectional videos (ODV), also known as panoramic videos, are an emerging, new kind of media. ODVs are typically recorded with cameras that cover up to 360° of the recorded scene. Due to the limitation of the human vision, ODVs cannot be viewed as-is. There is a larger body of work that focuses on browsing ODVs on ordinary 2D displays, e.g. on an LCD using a desktop computer or on a smartphone. In this demonstration paper, we present a new approach for ODV browsing using an immersive, head-mounted system. The novelty of our implementation lies in decoupling navigation in time from navigation in space: navigation in time is mapped to gesture-based interactions and navigation in space is mapped to head movements. We argue that this enables more natural ways of interacting with ODVs.
Conference Paper
Fully recording and sharing an immersive experience is one of the ultimate goals of media technology. As extensive technical evolution, omnidirectional video is one of promising media to capture an immersive experience. First person omnidirectional video provides a unique experience of world through someone else's perspective. However, difficulties in wearable camera design and cybersickness induced by shaky video has been obstacle to explore applications of first person omnidirectional video. In this research, we introduce the design and implementation of "JackIn Head" a system including a wearable omnidirectional camera and image stabilization to alleviate cybersickness. Our evaluation revealed the alleviation of cybersickness. Then we report the series of workshops to explore user experience and applications in actual use cases such as virtual travel and virtual sports. We have compiled design implications about cybersickness and motion, immersive sensation, visualization and behavior data of spectators in experience with first person omnidirectional video.
Article
Panoramic imagery is viewed daily by thousands of people, and panoramic video imagery is becoming more common. This imagery is viewed on many different devices with different properties, and the effect of these differences on spatio-temporal task performance is yet untested on these imagery. We adapt a novel panoramic video interface and conduct a user study to discover whether display type affects spatio-temporal reasoning task performance across desktop monitor, tablet, and head-mounted displays. We discover that, in our complex reasoning task, HMDs are as effective as desktop displays even if participants felt less capable, but tablets were less effective than desktop displays even though participants felt just as capable. Our results impact virtual tourism, telepresence, and surveillance applications, and so we state the design implications of our results for panoramic imagery systems.