The impact of camera height in cinematic virtual reality

Sylvia Rothe, Boris Kegeles, Mathias Allary, H. Hussmann
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引用次数: 9

Abstract

Watching a 360° movie with Head Mounted Displays (HMDs) the viewer feels to be inside the movie and can experience it in an immersive way. The head of the viewer is exactly in the same place as the camera was when the scene was recorded. Viewing a movie by HMDs from the perspective of the camera can raise some challenges, e.g. heights of well-known objects can irritate the viewer in the case the camera height does not correspond to the physical eye height. The aim of this work is to study how the position of the camera influences presence, sickness and the user experience of the viewer. For that we considered several watching postures as well as various camera heights. The results of our experiments suggest that differences between camera and eye heights are more accepted, if the camera position is lower than the viewer's own eye height. Additionally, sitting postures are preferred and can be adapted easier than standing postures. These results can be applied to improve guidelines for 360° filmmakers.
电影虚拟现实中摄像机高度的影响
通过头戴式显示器(hmd)观看360°电影,观众会感觉身临其境,并能以身临其境的方式体验电影。观看者的头部与摄像机拍摄时的位置完全相同。通过头戴式显示器从摄像机的角度观看电影会带来一些挑战,例如,在摄像机高度与人眼物理高度不对应的情况下,已知物体的高度会激怒观看者。这项工作的目的是研究相机的位置如何影响观众的存在,疾病和用户体验。为此,我们考虑了几种观看姿势以及不同的相机高度。我们的实验结果表明,如果相机位置低于观看者自己的眼睛高度,那么相机和眼睛高度之间的差异更容易被接受。此外,坐着的姿势比站着的姿势更容易适应。这些结果可以应用于改进360°电影制作人的指导方针。
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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