Evaluating 360° media experiences

Abstract

360° media experiences have existed for centuries. Viewing painted panoramas, such as those displayed in the 18th-century rotunda in Leicester Square, was a popular Georgian pastime. Recent advances in capture, processing and display technology have created a surge of interest in the medium, with millions of people now viewing captured 360° media immersively. Despite the popularity of 360° media experiences, there are still substantial technical issues associated with production and distribution, and little research has been done that explores the end-user experience. As these experiences become commonplace, understanding the impact of such media becomes critical. In this work, two user studies were conducted that investigated the effects of 360° media of different forms. The first study looked at the impact of the display type when viewing cinematic virtual reality captured as 360° video. The study used three display types: a head-mounted display (HMD); a standard 16:9 TV; and a focus-plus-context display. Several metrics were explored, including spatial awareness, memory and narrative engagement. The second study investigated the impact of different transition types when exploring static scenes captured as multi-view 360° images in a HMD. The three transitions investigated were a linear movement through a 3D model of the scene, an instantaneous teleportation, and an image-based warp using Möbius transformations. Metrics investigated included spatial awareness, preference, and several subjective qualities such as the feeling of moving through the space. Additionally, an enabling technology for such experiences was investigated. Object removal in 360° images was explored in detail, with extensions for video described for simple cases. Taken together, these three projects further our current understanding of how 360° media can be implemented, and examine some of the most critical aspects of how users engage with these experiences

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