TY - GEN
T1 - Am I in the theater? Usability study of live performance based virtual reality
AU - He, Linjia
AU - Li, Hongsong
AU - Xue, Tong
AU - Sun, Deyuan
AU - Zhu, Shoulun
AU - Ding, Gangyi
N1 - Publisher Copyright:
© 2018 Association for Computing Machinery.
PY - 2018/11/28
Y1 - 2018/11/28
N2 - Duplicating the audience experience of an art performance with VR technology is a promising VR application, which is considered to provide better viewer experience than the conventional video. As various forms of art performances are recorded by the panoramic camera and broadcasted on the Internet, the impact of this new VR-based media to the viewers needs to be systematically studied. In this work, a two-level usability framework is proposed, which combines the traditional concepts of presence and the quality evaluation of art performances, aiming to systematically study the usability of such VR application. Both the conventional video and the panoramic video of a theatre performance were captured simultaneously, and were replayed to two groups of viewers in a cinematic setup and through an HMD respectively. The psychological measurement methods, including the questionnaire and the interview, as well as the psychophysical measurement methods, including the EEG and the motion capture techniques were both used in the study. The results show that the such VR application duplicates the live performance better by providing a higher sense of presence, higher engagement levels, and stronger desire to see live performance. For visual intensive performance contents, the new VR-based media can provide a better user experience. The future development of the new media forms based on the panoramic video technique could benefit from this work.
AB - Duplicating the audience experience of an art performance with VR technology is a promising VR application, which is considered to provide better viewer experience than the conventional video. As various forms of art performances are recorded by the panoramic camera and broadcasted on the Internet, the impact of this new VR-based media to the viewers needs to be systematically studied. In this work, a two-level usability framework is proposed, which combines the traditional concepts of presence and the quality evaluation of art performances, aiming to systematically study the usability of such VR application. Both the conventional video and the panoramic video of a theatre performance were captured simultaneously, and were replayed to two groups of viewers in a cinematic setup and through an HMD respectively. The psychological measurement methods, including the questionnaire and the interview, as well as the psychophysical measurement methods, including the EEG and the motion capture techniques were both used in the study. The results show that the such VR application duplicates the live performance better by providing a higher sense of presence, higher engagement levels, and stronger desire to see live performance. For visual intensive performance contents, the new VR-based media can provide a better user experience. The future development of the new media forms based on the panoramic video technique could benefit from this work.
KW - EEG
KW - Live performance
KW - Usability evaluation
KW - Viewer experience
KW - Virtual reality
UR - http://www.scopus.com/inward/record.url?scp=85060956460&partnerID=8YFLogxK
U2 - 10.1145/3281505.3281508
DO - 10.1145/3281505.3281508
M3 - Conference contribution
AN - SCOPUS:85060956460
T3 - Proceedings of the ACM Symposium on Virtual Reality Software and Technology, VRST
BT - Proceedings - VRST 2018
A2 - Spencer, Stephen N.
PB - Association for Computing Machinery
T2 - 24th ACM Symposium on Virtual Reality Software and Technology, VRST 2018
Y2 - 28 November 2018 through 1 December 2018
ER -