Affiliation:
1. Department of Applied Information Technology University of Gothenburg Gothenburg, Sweden kata.szita@gu.se
2. Department of Applied Information Technology University of Gothenburg Gothenburg, Sweden
Abstract
Abstract
Cinematic virtual reality offers 360-degree moving image experiences that engage a viewer's body as its position defines the momentary perspective over the surrounding simulated space. While a 360-degree narrative space has been demonstrated to provide highly immersive experiences, it may also affect information intake and the recollection of narrative events. The present study hypothesizes that the immersive quality of cinematic VR induces a viewer's first-person perspective in observing a narrative in contrast to a camera perspective. A first-person perspective is associated with increase in emotional engagement, sensation of presence, and a more vivid and accurate recollection of information. To determine these effects, we measured viewing experiences, memory characteristics, and recollection accuracy of participants watching an animated movie either using a VR headset or a stationary screen. The comparison revealed that VR viewers experience a higher level of presence in the displayed environment than screen viewers and that their memories of the movie are more vivid, evoke stronger emotions, and are more likely to be recalled from a first-person perspective. Yet, VR participants can recall fewer details than screen viewers. Overall, these results show that while cinematic virtual reality viewing involves more immersive and intense experiences, the 360-degree composition can negatively impact comprehension and recollection.
Subject
Computer Vision and Pattern Recognition,Human-Computer Interaction,Control and Systems Engineering,Software
Cited by
15 articles.
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