忽略了重点:探索如何在电影虚拟现实中引导用户的注意力

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

摘要

最近的技术进步将虚拟现实(VR)带进了消费者的家中,人们越来越有兴趣将电影体验从屏幕带到VR中。然而,电影VR限制了电影人有效引导观众注意力的能力。本文对引导用户注意力的方法进行了分类,并在没有引导的控制条件下对两种方法进行了比较研究。一种方法是通过控制身体的方向来引导用户,另一种方法是通过鼓励他们的目光跟随萤火虫来隐含地引导他们的注意力。结果显示了有趣的,尽管统计上不显著的迹象,假设控制用户的行为可能会对存在感产生负面影响,而萤火虫被认为更有帮助。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Missing the point: an exploration of how to guide users' attention during cinematic virtual reality
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.
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