Sense of presence, attitude change, perspective-taking and usability in first-person split-sphere 360° video

Tanja Aitamurto, Shuo Zhou, Sukolsak Sakshuwong, Jorge Saldivar, Yasamin Sadeghi, Amy Tran

Research output: Chapter in book/report/conference proceedingConference contributionpeer-review

37 Citations (Scopus)

Abstract

This paper examines the sense of presence, attitude change, perspective-taking, and usability of a split-sphere, first-person perspective 360° video about gender inequality, in which people can choose to watch the narrative from the male or female character's perspective. Sixty-seven participants were randomly assigned to watch (1) the video in 360° split-view in a head-mounted display, (2) the same film as 180° in a HMD, or (3) a flat control version of the video on a laptop. The 360° split view increased the viewers' feeling of personal responsibility for resolving gender inequality, desire to rewatch the video, fear of missing out, and feeling of missing the full story. The 180° video created the strongest sense of presence, embodiment, and understanding of the character. However, people with greater egocentric projection onto the male character felt less responsible for resolving gender inequality, particularly in the 360° split-view.

Original languageEnglish
Title of host publicationCHI '18: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
PublisherAssociation for Computing Machinery (ACM)
Pages1-12
Number of pages12
ISBN (Print)9781450356206, 9781450356213
DOIs
Publication statusPublished - 21 Apr 2018
Event2018 CHI Conference on Human Factors in Computing Systems, CHI 2018 - Montreal, Canada
Duration: 21 Apr 201826 Apr 2018
https://dl.acm.org/doi/proceedings/10.1145/3173574

Publication series

NameConference on Human Factors in Computing Systems - Proceedings
Volume2018-April

Conference

Conference2018 CHI Conference on Human Factors in Computing Systems, CHI 2018
Country/TerritoryCanada
CityMontreal
Period21/04/1826/04/18
Internet address

Scopus Subject Areas

  • Software
  • Human-Computer Interaction
  • Computer Graphics and Computer-Aided Design

User-Defined Keywords

  • 360° video
  • Cinematic virtual reality
  • Perspective-taking
  • Storytelling
  • Usability
  • User-experience
  • Virtual reality

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