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Was I There? Impact of Platform and Headphones on 360 Video Immersion

Tse, A; Jennett, C; Moore, J; Watson, Z; Rigby, J; Cox, AL; (2017) Was I There? Impact of Platform and Headphones on 360 Video Immersion. In: Mark, G and Fussell, S and Lampe, C and Schraefel, MC and Hourcade, JP and Appert, C and Wigdor, D, (eds.) CHI EA '17: Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems. (pp. pp. 2967-2974). ACM (Association for Computing Machinery): New York, NY, USA. Green open access

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Abstract

Virtual reality industries claim that 360 videos are a powerful tool for creating empathy because they are an immersive medium, and wearing headphones is encouraged for the full immersive experience. To investigate these claims, we carried out a 2x2 between subjects lab study (n=40) to explore whether 360 viewing platform (magic window / google cardboard) and headphone use (with / without) have an effect on Film-Immersion for the 360 video Fire Rescue. Our results reveal a significant interaction effect: headphones increased immersion for google cardboard, but decreased immersion for magic window. However, not all dimensions of the immersive experience were affected. This suggests that head-mounted displays increase presence, but do not necessarily lead to more empathy and greater interest in the 360 video. Thematic analysis of interview data suggests contributing factors such as fear of missing out (FOMO). These findings have implications for film makers and researchers of 360 videos.

Type: Proceedings paper
Title: Was I There? Impact of Platform and Headphones on 360 Video Immersion
Event: 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems (CHI EA '17)
Location: Denver, Colorado
Dates: 06 May 2017 - 11 May 2017
ISBN-13: 9781450346566
Open access status: An open access version is available from UCL Discovery
DOI: 10.1145/3027063.3053225
Publisher version: http://dx.doi.org/10.1145/3027063.3053225
Language: English
Additional information: Copyright is held by the owner/author(s). Publication rights licensed to ACM.
Keywords: Immersion, Presence, Empathy, 360 video, User experience, Headphones, Magic window, Head-mounted display, Google cardboard, Virtual reality
UCL classification: UCL
UCL > Provost and Vice Provost Offices > School of Life and Medical Sciences
UCL > Provost and Vice Provost Offices > School of Life and Medical Sciences > Faculty of Brain Sciences
UCL > Provost and Vice Provost Offices > School of Life and Medical Sciences > Faculty of Brain Sciences > Div of Psychology and Lang Sciences
UCL > Provost and Vice Provost Offices > School of Life and Medical Sciences > Faculty of Brain Sciences > Div of Psychology and Lang Sciences > UCL Interaction Centre
UCL > Provost and Vice Provost Offices > UCL BEAMS
UCL > Provost and Vice Provost Offices > UCL BEAMS > Faculty of Engineering Science
UCL > Provost and Vice Provost Offices > UCL BEAMS > Faculty of Engineering Science > Dept of Computer Science
URI: https://discovery.ucl.ac.uk/id/eprint/1542481
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