2015
DOI: 10.1007/978-3-319-27036-4_19
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Interaction in Surround Video: The Effect of Auditory Feedback on Enjoyment

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Cited by 8 publications
(6 citation statements)
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“…In this A/B comparison, participants watched two variants of an interactive movie on the virtual reality hardware Oculus Rift, either with or without sound feedback as rewarding indicator for successful interactions. The authors had hypothesized that auditory feedback would increase the perception of effectance and had to reject this assumption (Vosmeer, Roth, and Schouten, 2015). Instead, interactors rated presence significantly lower as the sounds hampered their feeling of immersion.…”
Section: Iiir E L Ate D Wo R Kmentioning
confidence: 99%
“…In this A/B comparison, participants watched two variants of an interactive movie on the virtual reality hardware Oculus Rift, either with or without sound feedback as rewarding indicator for successful interactions. The authors had hypothesized that auditory feedback would increase the perception of effectance and had to reject this assumption (Vosmeer, Roth, and Schouten, 2015). Instead, interactors rated presence significantly lower as the sounds hampered their feeling of immersion.…”
Section: Iiir E L Ate D Wo R Kmentioning
confidence: 99%
“…The current study is part of a research program at the Amsterdam University of Applied Sciences titled Storytelling for 360° Media. Through this project we explore the new technological tools or creative strategies that VR producers use to tell their story to their audience (Vosmeer and Schouten, 2014;Vosmeer, Roth and Schouten, 2015;Vosmeer and Schouten, 2017;Vosmeer, Roth and Koenitz, 2017). An important measure that can be used to determine the usefulness or effectiveness of separate tools or strategies is presence.…”
Section: Theoretical Backgroundmentioning
confidence: 99%
“…Vosmeer, Roth and Schouten (2015) used a standardized scale to measure presence in an investigation on the use of feedback in interactive VR. In this survey, presence was measured using the following items:…”
Section: 2mentioning
confidence: 99%
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“…Yet, many existing cinematic practices seem to be no longer applicable, and therefore researchers from both academic and industrial backgrounds are busy exploring the basic demands of VR production. When it comes to user experience, we have only just begun to study the ways in which users (or patients, or clients, or customers) may indeed be affected by a message they encounter in an engrossing environment, instead of observing it through the established fourth wall of movie watching [5,6,7,8,9]. It is becoming clear that there are many fundamental knowledge gaps that still need to be filled in this domain, not only about the production of surround video content, but also about the way how the resulting products may be enjoyed by various audiences.…”
mentioning
confidence: 99%