Social Virtual Reality (VR) applications are becoming the next big revolution in the field of remote communication. Social VR provides the possibility for participants to explore and interact with a virtual environments and objects, feelings of a full sense of immersion, and being together. Understanding how user behaviour is influenced by the shared virtual space and its elements becomes the key to design and optimize novel immersive experiences that take into account the interaction between users and virtual objects. This paper presents a behavioural analysis of user navigation trajectories in a 6 degrees of freedom, social VR movie. We analysed 48 user trajectories from a photorealistic telepresence experiment, in which subjects experience watching a crime movie together in VR. We investigate how users are affected by salient agents (i.e., virtual characters) and by the narrative elements of the VR movie (i.e., dialogues versus interactive part). We complete our assessment by conducting a statistical analysis on the collected data. Results indicate that user behaviour is affected by different narrative and interactive elements. We present our observations, and we draw conclusions on future paths for social VR experiences.
Influence of Narrative Elements on User Behaviour in Photorealistic Social VR
2021-09-27
In: Proceedings of the International Workshop on Immersive Mixed and Virtual Environment Systems. Association for Computing Machinery (ACM): New York, NY, USA. (2021) (In press).
Paper
Elektronische Ressource
Englisch
DDC: | 629 |
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