A model for evaluating realism, interactivity and the feeling of presence in virtual reality: scientific diffusion in 360-degree videos on YouTube

Detalhes bibliográficos
Autor(a) principal: Carvalho, Thais May
Data de Publicação: 2022
Outros Autores: Peschanski, João Alexandre
Tipo de documento: Artigo
Idioma: por
Título da fonte: Research, Society and Development
Texto Completo: https://rsdjournal.org/index.php/rsd/article/view/24850
Resumo: Virtual reality (VR) is recognized as a technology with great immersive capacity, that is, it makes the viewer feel as if they are experiencing everything first-hand. Through the literature, it was possible to observe that immersion in VR is directly linked to how realism, interactivity and the feeling of presence are constructed. Based on the specific characteristics of each of these three elements, an analysis card was created to verify how 360-degree videos work with those items. To test this card, in a second moment, scientific diffusion videos made in 360º, which are in Portuguese and available on YouTube, were analyzed in the study case. The choice for scientific diffusion was due to the fact that, according to the literature, it needs to find new and more creative ways of approaching the public, and VR, because of its immersive nature, shows great potential in this regard. In the analysis it was observed that there is no uniformity in the way in which realism, interactivity and the sense of presence are worked in the selected videos.
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spelling A model for evaluating realism, interactivity and the feeling of presence in virtual reality: scientific diffusion in 360-degree videos on YouTubeUn modelo para evaluar el realismo, la interactividad y el sentimiento de presencia en la realidad virtual: difusión científica en videos 360 grados en YouTubeUm modelo de avaliação do realismo, da interatividade e da sensação de presença na realidade virtual: a difusão científica em vídeos 360 graus no YouTubeRealidad virtualRealismoInteractividadSentimiento de presenciaDifusión científica.Realidade virtualRealismoInteratividadeSensação de presençaDifusão científica.Virtual realityRealismInteractivityFeeling of presenceScientific diffusion.Virtual reality (VR) is recognized as a technology with great immersive capacity, that is, it makes the viewer feel as if they are experiencing everything first-hand. Through the literature, it was possible to observe that immersion in VR is directly linked to how realism, interactivity and the feeling of presence are constructed. Based on the specific characteristics of each of these three elements, an analysis card was created to verify how 360-degree videos work with those items. To test this card, in a second moment, scientific diffusion videos made in 360º, which are in Portuguese and available on YouTube, were analyzed in the study case. The choice for scientific diffusion was due to the fact that, according to the literature, it needs to find new and more creative ways of approaching the public, and VR, because of its immersive nature, shows great potential in this regard. In the analysis it was observed that there is no uniformity in the way in which realism, interactivity and the sense of presence are worked in the selected videos.La realidad virtual (RV) es reconocida como una tecnología con gran capacidad inmersiva, es decir, hace sentir al espectador como si estuviera viviendo esa experiencia de primera mano. A través de la literatura se pudo observar que la inmersión en la RV está directamente ligada a cómo se construye el realismo, la interactividad y la sensación de presencia. Con base en las características específicas de cada uno de estos tres elementos, se creó una ficha de análisis para verificar cómo los videos de 360 grados abordan estos temas. Para probar el formulario elaborado, en un segundo momento se realizó un estudio de caso con videos de difusión científica realizados en 360º, que se encuentran en portugués y disponibles en YouTube. La elección por el área de difusión científica se debió a que, según la literatura, necesita encontrar formas nuevas y más creativas de acercarse al público, y la RV, precisamente por su naturaleza inmersiva, muestra un gran potencial en este respecto. En el análisis se observó que no existe uniformidad en la forma en que se trabaja el realismo, la interactividad y el sentido de presencia en los videos seleccionados.A realidade virtual (RV) é reconhecidamente uma tecnologia com grande capacidade imersiva, ou seja, ela faz o espectador sentir como se estivesse vivenciando aquela experiência em primeira-mão. Por meio da literatura foi possível observar que a imersão na RV está diretamente ligada à como são construídos o realismo, a interatividade e a sensação de presença. A partir das características específicas de cada um desses três elementos foi elaborada uma ficha de análise para verificar como vídeos em 360 graus trabalham esses quesitos. A fim de testar a ficha elaborada, em um segundo momento foi realizado um estudo de caso com vídeos de difusão científica feitos em 360º, que estão em português e disponíveis no YouTube. A escolha pela área da difusão científica se deu pelo fato de que, segundo a literatura, ela precisa encontrar formas novas e mais criativas de se aproximar do público, e a RV, justamente por seu caráter imersivo, mostra grande potencial nesse sentido. Na análise foi observado que não há uma uniformidade na maneira como o realismo, a interatividade e a sensação de presença são trabalhados nos vídeos selecionados.Research, Society and Development2022-02-05info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://rsdjournal.org/index.php/rsd/article/view/2485010.33448/rsd-v11i2.24850Research, Society and Development; Vol. 11 No. 2; e57111224850Research, Society and Development; Vol. 11 Núm. 2; e57111224850Research, Society and Development; v. 11 n. 2; e571112248502525-3409reponame:Research, Society and Developmentinstname:Universidade Federal de Itajubá (UNIFEI)instacron:UNIFEIporhttps://rsdjournal.org/index.php/rsd/article/view/24850/22876Copyright (c) 2022 Thais May Carvalho; João Alexandre Peschanskihttps://creativecommons.org/licenses/by/4.0info:eu-repo/semantics/openAccessCarvalho, Thais MayPeschanski, João Alexandre2022-02-07T01:42:50Zoai:ojs.pkp.sfu.ca:article/24850Revistahttps://rsdjournal.org/index.php/rsd/indexPUBhttps://rsdjournal.org/index.php/rsd/oairsd.articles@gmail.com2525-34092525-3409opendoar:2024-01-17T09:43:16.679169Research, Society and Development - Universidade Federal de Itajubá (UNIFEI)false
dc.title.none.fl_str_mv A model for evaluating realism, interactivity and the feeling of presence in virtual reality: scientific diffusion in 360-degree videos on YouTube
Un modelo para evaluar el realismo, la interactividad y el sentimiento de presencia en la realidad virtual: difusión científica en videos 360 grados en YouTube
Um modelo de avaliação do realismo, da interatividade e da sensação de presença na realidade virtual: a difusão científica em vídeos 360 graus no YouTube
title A model for evaluating realism, interactivity and the feeling of presence in virtual reality: scientific diffusion in 360-degree videos on YouTube
spellingShingle A model for evaluating realism, interactivity and the feeling of presence in virtual reality: scientific diffusion in 360-degree videos on YouTube
Carvalho, Thais May
Realidad virtual
Realismo
Interactividad
Sentimiento de presencia
Difusión científica.
Realidade virtual
Realismo
Interatividade
Sensação de presença
Difusão científica.
Virtual reality
Realism
Interactivity
Feeling of presence
Scientific diffusion.
title_short A model for evaluating realism, interactivity and the feeling of presence in virtual reality: scientific diffusion in 360-degree videos on YouTube
title_full A model for evaluating realism, interactivity and the feeling of presence in virtual reality: scientific diffusion in 360-degree videos on YouTube
title_fullStr A model for evaluating realism, interactivity and the feeling of presence in virtual reality: scientific diffusion in 360-degree videos on YouTube
title_full_unstemmed A model for evaluating realism, interactivity and the feeling of presence in virtual reality: scientific diffusion in 360-degree videos on YouTube
title_sort A model for evaluating realism, interactivity and the feeling of presence in virtual reality: scientific diffusion in 360-degree videos on YouTube
author Carvalho, Thais May
author_facet Carvalho, Thais May
Peschanski, João Alexandre
author_role author
author2 Peschanski, João Alexandre
author2_role author
dc.contributor.author.fl_str_mv Carvalho, Thais May
Peschanski, João Alexandre
dc.subject.por.fl_str_mv Realidad virtual
Realismo
Interactividad
Sentimiento de presencia
Difusión científica.
Realidade virtual
Realismo
Interatividade
Sensação de presença
Difusão científica.
Virtual reality
Realism
Interactivity
Feeling of presence
Scientific diffusion.
topic Realidad virtual
Realismo
Interactividad
Sentimiento de presencia
Difusión científica.
Realidade virtual
Realismo
Interatividade
Sensação de presença
Difusão científica.
Virtual reality
Realism
Interactivity
Feeling of presence
Scientific diffusion.
description Virtual reality (VR) is recognized as a technology with great immersive capacity, that is, it makes the viewer feel as if they are experiencing everything first-hand. Through the literature, it was possible to observe that immersion in VR is directly linked to how realism, interactivity and the feeling of presence are constructed. Based on the specific characteristics of each of these three elements, an analysis card was created to verify how 360-degree videos work with those items. To test this card, in a second moment, scientific diffusion videos made in 360º, which are in Portuguese and available on YouTube, were analyzed in the study case. The choice for scientific diffusion was due to the fact that, according to the literature, it needs to find new and more creative ways of approaching the public, and VR, because of its immersive nature, shows great potential in this regard. In the analysis it was observed that there is no uniformity in the way in which realism, interactivity and the sense of presence are worked in the selected videos.
publishDate 2022
dc.date.none.fl_str_mv 2022-02-05
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
format article
status_str publishedVersion
dc.identifier.uri.fl_str_mv https://rsdjournal.org/index.php/rsd/article/view/24850
10.33448/rsd-v11i2.24850
url https://rsdjournal.org/index.php/rsd/article/view/24850
identifier_str_mv 10.33448/rsd-v11i2.24850
dc.language.iso.fl_str_mv por
language por
dc.relation.none.fl_str_mv https://rsdjournal.org/index.php/rsd/article/view/24850/22876
dc.rights.driver.fl_str_mv Copyright (c) 2022 Thais May Carvalho; João Alexandre Peschanski
https://creativecommons.org/licenses/by/4.0
info:eu-repo/semantics/openAccess
rights_invalid_str_mv Copyright (c) 2022 Thais May Carvalho; João Alexandre Peschanski
https://creativecommons.org/licenses/by/4.0
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Research, Society and Development
publisher.none.fl_str_mv Research, Society and Development
dc.source.none.fl_str_mv Research, Society and Development; Vol. 11 No. 2; e57111224850
Research, Society and Development; Vol. 11 Núm. 2; e57111224850
Research, Society and Development; v. 11 n. 2; e57111224850
2525-3409
reponame:Research, Society and Development
instname:Universidade Federal de Itajubá (UNIFEI)
instacron:UNIFEI
instname_str Universidade Federal de Itajubá (UNIFEI)
instacron_str UNIFEI
institution UNIFEI
reponame_str Research, Society and Development
collection Research, Society and Development
repository.name.fl_str_mv Research, Society and Development - Universidade Federal de Itajubá (UNIFEI)
repository.mail.fl_str_mv rsd.articles@gmail.com
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