Influence of Narrative Elements on User Behaviour in Photorealistic Social VR

Conference Paper (2021)
Author(s)

Silvia Rossi (University College London)

Irene Viola (Centrum Wiskunde & Informatica (CWI))

Jack Jansen (Centrum Wiskunde & Informatica (CWI))

Shishir Subramanyam (Centrum Wiskunde & Informatica (CWI))

Laura Toni (University College London)

Pablo Cesar (Centrum Wiskunde & Informatica (CWI), TU Delft - Multimedia Computing, TU Delft - Communication X)

Research Group
Multimedia Computing
DOI related publication
https://doi.org/10.1145/3458307.3463371
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Publication Year
2021
Language
English
Research Group
Multimedia Computing
Pages (from-to)
1-7
ISBN (electronic)
978-1-4503-8436-0
Event
13th ACM International Workshop on Immersive Mixed and Virtual Environment Systems, MMVE 2021, held in conjunction with the ACM Multimedia Systems Conference, MMSys 2021 (2021-09-28 - 2021-10-01), Virtual, Online, Turkey
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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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