2022 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) 2022
DOI: 10.1109/vr51125.2022.00099
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Audience Experiences of a Volumetric Virtual Reality Music Video

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Cited by 6 publications
(5 citation statements)
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References 32 publications
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“…Contemporary VV productions offer an array of entertainment value to existing and emergent 3D media practices. Our initial user-focused XR Music Video research showed how users responded to volumetric representations of music performance in VR [24]. This investigation was the starting point for a more sophisticated, interactive music video featuring the Irish rock band New Pagans that applied a user-centered design approach.…”
Section: Xr Music Videosmentioning
confidence: 95%
“…Contemporary VV productions offer an array of entertainment value to existing and emergent 3D media practices. Our initial user-focused XR Music Video research showed how users responded to volumetric representations of music performance in VR [24]. This investigation was the starting point for a more sophisticated, interactive music video featuring the Irish rock band New Pagans that applied a user-centered design approach.…”
Section: Xr Music Videosmentioning
confidence: 95%
“…The use of XR technologies in musical activities represents a paradigm shift as they disrupt traditional notions of musical interaction by enabling performers and audiences to interact musically with virtual/augmented objects, agents, and environments. A large variety of musical activities have been investigated using the XR medium: systems have been devised for supporting composition (e.g., [22][23][24]), education (e.g., [25,26]), performance (e.g., [27][28][29]), entertainment (e.g., [30][31][32]), and sound engineering (e.g., [33][34][35][36]. Moreover, various software and hardware tools have been devised to support the development of Musical XR systems (e.g., [37][38][39]39]), along with design and analysis frameworks [41], while different studies have investigated the perception in Musical XR settings (e.g., [42,43]).…”
Section: Musical Xrmentioning
confidence: 99%
“…In distributed live performance environments, audiences and performers experience difficulties in socially interacting with each other; furthermore, performers' attention is required to sense audience engagement [34]. Young et al discovered that the primary cause of the preference for physical performances over VR is "the artist being there, and the public all around," which suggested a necessity for sharing experiences with others in VR [35]. Studies have proposed several methods for enhancing the liveness of VR concerts [36]- [38].…”
Section: Related Work a Avatar-based Music Activities And Virtual Con...mentioning
confidence: 99%