Interaction Techniques for Cinematic Virtual Reality

Sylvia Rothe, Pascal Pothmann, Heiko Drewes, H. Hussmann
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引用次数: 6

Abstract

For watching omnidirectional movies via HMD, turning the head is the most relevant and natural input technique to choose the visible part of the movie. However, there is a need for additional interactivity in cinematic virtual reality (CVR), e.g. for navigating the movie, for nonlinear story lines or for communication with other viewers watching a movie together. The input device should not disturb the viewing experience and the viewer should not be primarily aware of it. We present a design space based on numerous methods in literature and our own experiences. As a result of the design space we describe interaction techniques which meet the challenges of cinematic virtual reality. For doing this, various dimensions of the design space will be combined. The most promising method, eye-based head gestures, is described in more detail and was implemented for CVR. The conducted user study will be analyzed in future work.
电影虚拟现实的交互技术
通过头戴式显示器观看全向电影时,转头是选择电影可见部分最相关、最自然的输入方式。然而,在电影虚拟现实(CVR)中需要额外的交互性,例如导航电影,非线性故事线或与其他一起观看电影的观众进行交流。输入设备不应该干扰观看体验,并且观看者不应该主要意识到它。我们基于文献中的多种方法和我们自己的经验来呈现一个设计空间。作为设计空间的结果,我们描述了满足电影虚拟现实挑战的交互技术。为了做到这一点,设计空间的各个维度将被结合起来。最有前途的方法,基于眼睛的头部手势,更详细地描述了并实现了CVR。所进行的用户研究将在未来的工作中进行分析。
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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