Lasse T. Nielsen, Matias B. Møller, Sune D. Hartmeyer, Troels C. M. Ljung, N. C. Nilsson, R. Nordahl, S. Serafin
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引用次数: 101
Abstract
Recent technological advances have brought Virtual Reality (VR) into the homes of consumers, and there is a growing interest in bringing cinematic experiences from the screen and into VR. However, cinematic VR limits filmmakers' ability to effectively guide the audience's attention. In this paper we present a taxonomy of approaches to guiding users' attention, and present a study comparing two such approaches with a control condition devoid of guidance. One approach guides users by controlling their body's orientation, and the other implicitly directs their attention by encouraging them to follow a firefly with their gaze. The results revealed interesting, albeit statistically insignificant, indications that assuming control of the user's action may negatively influence presence, whereas the firefly was perceived as significantly more helpful.