Immersive 360° video user experience: impact of different variables in the sense of presence and cybersickness

Detalhes bibliográficos
Autor(a) principal: Miguel Correia Melo
Data de Publicação: 2019
Outros Autores: José Vasconcelos Raposo, António Coelho, David Gonçalves Narciso, Maximino Bessa
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: http://repositorio.inesctec.pt/handle/123456789/11326
http://dx.doi.org/10.1007/s10209-017-0581-5
Resumo: Virtual Reality (VR) has been recently gaining interest from researchers and companies, contributing to the development of the associated technologies that aim to transport its users to a virtual environment by the stimulation of their senses. Technologies such as Head-Mounted Displays (HMD), capable of presenting 360° video in 3D, are becoming affordable and, consequently, more common among the average consumer, potentiating the creation of a market for VR experiences. The purpose of this study is to measure the influence of (a) video format (2D/monoscopic vs 3D/stereoscopic), (b) sound format (2D/stereo vs 3D/spatialized), and (c) gender on users’ sense of presence and cybersickness, while experiencing a VR application using an HMD. Presence and cybersickness were measured using questionnaires as subjective measures. Portuguese versions of the Igroup Presence Questionnaire for presence and the Simulator Sickness Questionnaire for cybersickness were used. Results revealed no statistically significant differences between (a) VIDEO and (b) SOUND variables on both senses of presence and cybersickness. When paired with (a) VIDEO, the independent variable (c) Gender showed significant differences on almost all subscales of presence. Results suggest that the widely acknowledged differences in spatial ability between genders were a major factor contributing to this outcome. © 2017 Springer-Verlag GmbH Germany
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spelling Immersive 360° video user experience: impact of different variables in the sense of presence and cybersicknessVirtual Reality (VR) has been recently gaining interest from researchers and companies, contributing to the development of the associated technologies that aim to transport its users to a virtual environment by the stimulation of their senses. Technologies such as Head-Mounted Displays (HMD), capable of presenting 360° video in 3D, are becoming affordable and, consequently, more common among the average consumer, potentiating the creation of a market for VR experiences. The purpose of this study is to measure the influence of (a) video format (2D/monoscopic vs 3D/stereoscopic), (b) sound format (2D/stereo vs 3D/spatialized), and (c) gender on users’ sense of presence and cybersickness, while experiencing a VR application using an HMD. Presence and cybersickness were measured using questionnaires as subjective measures. Portuguese versions of the Igroup Presence Questionnaire for presence and the Simulator Sickness Questionnaire for cybersickness were used. Results revealed no statistically significant differences between (a) VIDEO and (b) SOUND variables on both senses of presence and cybersickness. When paired with (a) VIDEO, the independent variable (c) Gender showed significant differences on almost all subscales of presence. Results suggest that the widely acknowledged differences in spatial ability between genders were a major factor contributing to this outcome. © 2017 Springer-Verlag GmbH Germany2020-06-30T09:59:49Z2019-01-01T00:00:00Z2019info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttp://repositorio.inesctec.pt/handle/123456789/11326http://dx.doi.org/10.1007/s10209-017-0581-5engMiguel Correia MeloJosé Vasconcelos RaposoAntónio CoelhoDavid Gonçalves NarcisoMaximino Bessainfo:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2023-05-15T10:19:57Zoai:repositorio.inesctec.pt:123456789/11326Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T17:52:28.323238Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv Immersive 360° video user experience: impact of different variables in the sense of presence and cybersickness
title Immersive 360° video user experience: impact of different variables in the sense of presence and cybersickness
spellingShingle Immersive 360° video user experience: impact of different variables in the sense of presence and cybersickness
Miguel Correia Melo
title_short Immersive 360° video user experience: impact of different variables in the sense of presence and cybersickness
title_full Immersive 360° video user experience: impact of different variables in the sense of presence and cybersickness
title_fullStr Immersive 360° video user experience: impact of different variables in the sense of presence and cybersickness
title_full_unstemmed Immersive 360° video user experience: impact of different variables in the sense of presence and cybersickness
title_sort Immersive 360° video user experience: impact of different variables in the sense of presence and cybersickness
author Miguel Correia Melo
author_facet Miguel Correia Melo
José Vasconcelos Raposo
António Coelho
David Gonçalves Narciso
Maximino Bessa
author_role author
author2 José Vasconcelos Raposo
António Coelho
David Gonçalves Narciso
Maximino Bessa
author2_role author
author
author
author
dc.contributor.author.fl_str_mv Miguel Correia Melo
José Vasconcelos Raposo
António Coelho
David Gonçalves Narciso
Maximino Bessa
description Virtual Reality (VR) has been recently gaining interest from researchers and companies, contributing to the development of the associated technologies that aim to transport its users to a virtual environment by the stimulation of their senses. Technologies such as Head-Mounted Displays (HMD), capable of presenting 360° video in 3D, are becoming affordable and, consequently, more common among the average consumer, potentiating the creation of a market for VR experiences. The purpose of this study is to measure the influence of (a) video format (2D/monoscopic vs 3D/stereoscopic), (b) sound format (2D/stereo vs 3D/spatialized), and (c) gender on users’ sense of presence and cybersickness, while experiencing a VR application using an HMD. Presence and cybersickness were measured using questionnaires as subjective measures. Portuguese versions of the Igroup Presence Questionnaire for presence and the Simulator Sickness Questionnaire for cybersickness were used. Results revealed no statistically significant differences between (a) VIDEO and (b) SOUND variables on both senses of presence and cybersickness. When paired with (a) VIDEO, the independent variable (c) Gender showed significant differences on almost all subscales of presence. Results suggest that the widely acknowledged differences in spatial ability between genders were a major factor contributing to this outcome. © 2017 Springer-Verlag GmbH Germany
publishDate 2019
dc.date.none.fl_str_mv 2019-01-01T00:00:00Z
2019
2020-06-30T09:59:49Z
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http://dx.doi.org/10.1007/s10209-017-0581-5
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http://dx.doi.org/10.1007/s10209-017-0581-5
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