A 360 Video Editor Framework for Interactive Training

A. Torres, Christopher Carmichael, William Wang, Matthew Paraskevakos, A. Uribe-Quevedo, Paul Giles, Jamie Lee Yawney
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引用次数: 7

Abstract

The adoption of consumer-level mobile devices and head-mounted displays (HMDs) has caused an increased consumption of 360° video content. This trend has led to accessible and immersive content creation for training and education in health and safety amongst other areas. Although 360° videos can provide realistic content, they often lack interactivity. We hypothesize that integrating interactive elements into 360° videos will affect its perceived immersion, engagement, and usability. In this paper, we present a framework for adding interactions to 360° videos composed of an editor and a video player. The Editor allows adding interactive content in the form of panels containing information, quizzes, pictures, and 3D models. A three-stage study was conducted with participants from the Ontario Tech University (n=45) to evaluate our VR framework's usability and engagement compared to a non-interactive 360° video by applying the SUS (System Usability Scale) and the GEQ (Game Experience Questionnaire) surveys. Results indicate that the interactions add tension, higher negative affect, and lower positive affect than non-interactive videos that led to higher perceived usability with the non-interactive version. We believe that this is caused by the need to locate and interact with elements while the video is playing.
交互式培训的360视频编辑器框架
消费者级移动设备和头戴式显示器(hmd)的采用导致360°视频内容的消费增加。这一趋势导致了健康和安全等领域培训和教育的无障碍和身临其境的内容创作。虽然360°视频可以提供逼真的内容,但它们往往缺乏交互性。我们假设将互动元素整合到360°视频中会影响其感知的沉浸感、参与度和可用性。在本文中,我们提出了一个框架,为360°视频添加交互组成的编辑器和视频播放器。编辑器允许以面板的形式添加交互式内容,其中包含信息、测验、图片和3D模型。我们与安大略理工大学的参与者(n=45)进行了一项分为三个阶段的研究,通过应用SUS(系统可用性量表)和GEQ(游戏体验问卷)调查,与非交互式360°视频相比,评估我们的VR框架的可用性和粘性。结果表明,与非交互式视频相比,交互增加了紧张感,增加了负面影响,降低了积极影响,从而导致非交互式版本的感知可用性更高。我们认为这是由于在播放视频时需要定位并与元素交互。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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