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Influence of Narrative Elements on User Behaviour in Photorealistic Social VR

Published:02 July 2021Publication History

ABSTRACT

Social Virtual Reality (VR) applications represent a big step forward in the field of remote communication. Social VR provides the possibility for participants to explore and interact with 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. This paper presents a behavioural analysis of user navigating in 6 degrees of freedom social VR movie. Specifically, we analyse 48 user trajectories from a photorealistic telepresence experiment, in which subjects watch a crime movie together in VR. We investigate how users are affected by salient agents (i.e., virtual characters) and by narrative elements of the VR movie (i.e., dialogues versus interactive part). We complete our assessment by conducting a statistical analysis of the collected data. Results indicate that user behaviour is affected by different narrative and interactive elements. We conclude by presenting our observations and drawing conclusions on future paths for social VR experiences.

This work has been supported by Royal Society under grant IES R1180128 and by Cisco under Cisco Research Center Donation scheme.

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          • Published in

            cover image ACM Conferences
            MMVE '21: Proceedings of the International Workshop on Immersive Mixed and Virtual Environment Systems (MMVE '21)
            July 2021
            42 pages
            ISBN:9781450384360
            DOI:10.1145/3458307

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            Publication History

            • Published: 2 July 2021

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            Acceptance Rates

            MMVE '21 Paper Acceptance Rate6of7submissions,86%Overall Acceptance Rate26of44submissions,59%

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