32nd Australian Conference on Human-Computer Interaction 2020
DOI: 10.1145/3441000.3441063
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Action Units: Exploring the Use of Directorial Cues for Effective Storytelling with Swivel-chair Virtual Reality

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Cited by 5 publications
(6 citation statements)
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“…When 360-degree cameras became widely available, practitioners and researchers also explored and came up with guidelines for creators to capture engaging footage and effectively tell stories. Those guidelines include the principles of arranging story elements in the scene, the placement of the camera and characters, and the gestures and body language for human actors to use with the purpose of direct the viewer's attention in the immersive media without using non-diegetic objects (Pope et al, 2017;Syrett et al, 2017;Gödde et al, 2018;Bender, 2019;Tong et al, 2020). Later, as 360-degree video became more widely available and easily accessible for the general public, it was no longer a simple medium for short-term excitement.…”
Section: Interactive Cinematic Virtual Realitymentioning
confidence: 99%
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“…When 360-degree cameras became widely available, practitioners and researchers also explored and came up with guidelines for creators to capture engaging footage and effectively tell stories. Those guidelines include the principles of arranging story elements in the scene, the placement of the camera and characters, and the gestures and body language for human actors to use with the purpose of direct the viewer's attention in the immersive media without using non-diegetic objects (Pope et al, 2017;Syrett et al, 2017;Gödde et al, 2018;Bender, 2019;Tong et al, 2020). Later, as 360-degree video became more widely available and easily accessible for the general public, it was no longer a simple medium for short-term excitement.…”
Section: Interactive Cinematic Virtual Realitymentioning
confidence: 99%
“…For the Structure Guidelines, we looked at structures summarized by researchers from other immersive media, such as video games and VR games, and migrated them to narrative CVRs with proper modifications. The Content Creation Guidelines were distilled from previous projects and assembled them from verified film techniques, including the Mise-en-scène, camera manipulation, and guidance techniques such as the Action Units (Tong et al, 2020), to cover the preparation and capturing stage. For Assembly Guidelines and interaction design, we evaluate and choose interactive methods for each of the structures and see which one fits.…”
Section: Foundation Of the Frameworkmentioning
confidence: 99%
“…They point out that when seated (the most common way to view CVR), viewers spent a larger amount of time looking towards the front and showed less exploratory behavior. Tong et al [15] also explored the preferred user scenario for 360-degree videos, and coined the term "Swivel-chair VR" to specify the preferred way to consume 360-degree video content (seated, instead of standing). Swivel-chair VR describes a scenario where the viewer watches a 360-degree video while sitting in a swivel chair, wearing a VR headset.…”
Section: Choosing the Viewer's Rolementioning
confidence: 99%
“…The most common and easily accessible form of CVR is 360-degree video. Like traditional filmmaking, the viewer takes a seated or standing pose, watching a 360-degree video with either a flat-screen device or wearing an HMD [15]. In both cases, the only user input is to choose in which direction to look at any given time.…”
Section: Zero Interactivitymentioning
confidence: 99%
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