A model for evaluating realism, interactivity and the feeling of presence in virtual reality: scientific diffusion in 360-degree videos on YouTube
Autor(a) principal: | |
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Data de Publicação: | 2022 |
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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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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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1797052701135077376 |