2 research outputs found

    Towards a Theoretical Framework of Acceptance of Virtual Reality Technology: Evidence from 360-Video Concert

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    We examine the use of 360-degree video technology in a live music event with the aim to explore the factors leading to acceptance of the VR use case and technology, to reduce the knowledge gap about this topic. We collected self-reported, quantitative data from 23 participants and investigated the user experience during the VR mediated 360-video concert and the acceptance of the 360-video for concert participation and VR technology use. We found that acceptance of the novel VR-based communication approach was correlated mainly with perceived usefulness. Furthermore, the perceived usefulness was only correlated with fun, but not flow and immersion. We outline the results in a new theoretical framework for studying and predicting the relationships between individual characteristics, user experience, VR evaluation, content and device, and the acceptance of 360-video mediated musical events and VR technology. Implications for VR acceptance theory and design practice are discussed

    User experience of stereo and spatial audio in 360° live music videos

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    360° music videos are becoming prevalent in music entertainment. Still, academic studies of the 360° live music experience covering both audio and visual experience are scarce. In this paper, we present a study of user experience of stereo and spatial audio in a 360° live music video setting with two different display types. The research was conducted in the form of a laboratory experiment, in which 20 participants watched and evaluated stereo and spatial audio versions of the same music video using a flat computer display and a head-mounted display (HMD). Based on the results, spatial audio combined with HMD scored highest in the quantitative metrics of perceived audio quality, presence, and overall listening experience. However, qualitative findings reveal that this combination does not fit well with users' listening habits. While nine participants preferred to use headphones to listen to music, thirteen participants viewed music listening as a secondary task-making the use of HMDs less suitable.acceptedVersionPeer reviewe
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