The oculus rift film experience: a case study on understanding films in a head mounted display

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

8 Citations (Scopus)

Abstract

The purpose of this research was to determine the level of narrative comprehension in films when watched in a virtual reality headset (Oculus Rift). A 360-degree live-action film was created and was shown to participants after which the level of comprehension of various literary aspects as well as the feeling of distraction and enjoyment were measured using questionnaires and interviews. Revealing how increased freedom to view a movie in virtual reality has an effect on storyline understanding, provided a framework to start a discussion on whether and how to utilize virtual reality as a means for storytelling through films.

Original languageEnglish
Title of host publicationIntelligent technologies for interactive entertainment
EditorsR Poppe, JJ Meyer, R Veltkamp, M Dastani
PublisherSpringer
Pages197-208
Number of pages12
ISBN (Electronic)9783319496160
ISBN (Print)9783319496153
DOIs
Publication statusPublished - 2017
EventINTETAIN, 8th International Conference on Intelligent Technologies for Interactive Entertainment - Utrecht, Netherlands
Duration: 28 Jun 201630 Jun 2016

Publication series

NameLecture notes of the Institute for Computer Science, Social-Informatics and Telecommunications Engineering, LNICST
PublisherSpringer
Volume178
ISSN (Print)1867-8211

Conference

ConferenceINTETAIN, 8th International Conference on Intelligent Technologies for Interactive Entertainment
CountryNetherlands
CityUtrecht
Period28/06/1630/06/16

Keywords

  • Film
  • Narrative comprehension
  • Oculus rift
  • Storytelling
  • Virtual reality

Cite this

Syrett, H., Calvi, L., & Van Gisbergen, M. S. (2017). The oculus rift film experience: a case study on understanding films in a head mounted display. In R. Poppe, JJ. Meyer, R. Veltkamp, & M. Dastani (Eds.), Intelligent technologies for interactive entertainment (pp. 197-208). (Lecture notes of the Institute for Computer Science, Social-Informatics and Telecommunications Engineering, LNICST; Vol. 178). Springer. https://doi.org/10.1007/978-3-319-49616-0_19