6533b7d2fe1ef96bd125dee6

RESEARCH PRODUCT

Social Viewing in Cinematic Virtual Reality: Challenges and Opportunities

Daniel BuschekSylvia RotheHeinrich HußmannChristian MaiMario Montagud

subject

Head (linguistics)05 social sciences020207 software engineeringContext (language use)02 engineering and technologyVirtual realityPopularityUser studiesWork (electrical)Human–computer interaction0202 electrical engineering electronic engineering information engineeringSocial experience0501 psychology and cognitive sciencesPsychology050107 human factors

description

Cinematic Virtual Reality (CVR) has been increasing in popularity in the last years. However, viewers can feel isolated when watching 360° movies with a Head-Mounted Display. Since watching movies is a social experience for most people, we investigate if the use of Head Mounted Displays is appropriate for enabling shared CVR experiences. In this context, even if viewers are watching the movie simultaneously, they do not automatically see the same field of view, since they can freely choose the viewing direction. Based on the literature and experiences from past user studies, we identify seven challenges. To address these challenges, we present and discuss design ideas for a CVR social movie player and highlight directions for future work.

https://doi.org/10.1007/978-3-030-04028-4_37