Enabling embodiment and interaction in omnidirectional videos

2017 
This paper investigates the role of the embodiment in an immersive video experience. A system allowing to play back omnidirectional videos enhanced with real-time 3D content is presented. It enables the user to be embodied in an avatar and to interact with 3D objects added to the video. A user study was conducted to understand the impact of this embodiment on the user experience. Four different avatars were compared (none, human, ghost and astronaut) as well as three levels of user control on the avatar, and also the possibility to interact with the content. Results show that being embodied has benefits on the user experience but requires the representation to be in line with the story and the avatar to be fully controllable. Indeed a misadapted embodiment may decrease the experience.
    • Correction
    • Source
    • Cite
    • Save
    • Machine Reading By IdeaReader
    17
    References
    2
    Citations
    NaN
    KQI
    []