首页> 外文会议>ACM Conference on Human Factors in Computing Systems >Am I a Bunny? The Impact of High and Low Immersion Platforms and Viewers' Perceptions of Role on Presence, Narrative Engagement, and Empathy during an Animated 360° Video
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Am I a Bunny? The Impact of High and Low Immersion Platforms and Viewers' Perceptions of Role on Presence, Narrative Engagement, and Empathy during an Animated 360° Video

机译:我是个兔子吗? 高低浸入平台和观众对在动画360°视频期间存在,叙事参与和同理性对角色的影响

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This study used both quantitative and qualitative data to assess whether a High Immersion viewing platform (virtual reality headset) elicits stronger feelings of narrative engagement and empathy compared to a Low Immersion platform (smartphone) when viewing an animated 360° video. In line with prior research, participants (N = 65) reported greater feelings of presence in the High Immersion condition compared to Low Immersion. However, immersive condition was not significantly related to narrative engagement or empathy. Interview responses revealed that participants' perceptions of their role in the film experience (i.e., Character, Observer, or Other/Not Sure) varied and were significantly related to narrative engagement. Participants who saw themselves as a Character (versus Observer) reported higher narrative engagement and empathy. Findings suggest that although a more immersive viewing platform can enhance presence during a 360° video experience, a clear understanding of viewer role is both difficult to achieve and critical to story comprehension and empathy.
机译:该研究使用定量和定性数据来评估高浸没式观看平台(虚拟现实耳机)是否在观看动画360°视频时与低浸没平台(智能手机)相比引发更强的叙述参与和移情感。根据先前的研究,参与者(n = 65)报告与低浸没相比,在高浸没条件下报告了更大的存在感。然而,与叙事参与或同理心没有显着相关的沉浸性情况。面试回答透露,参与者对他们在电影体验中的作用的看法(即,性格,观察者或其他/不确定)的看法变化,与叙事参与有关。看到自己作为一个角色(与观察者)的参与者报告了更高的叙述参与和同理心。调查结果表明,虽然更沉浸式观看平台可以在360°视频体验期间增强存在,但清楚地了解观众角色既难以实现和对故事理解和移情至关重要。

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