Frames to Zones: Applying Mise-en-Scène Techniques in Cinematic Virtual Reality

Adam Kvisgaard, Sune Øllgaard Klem, Thomas Lund Nielsen, Eoin Ivan Rafferty, Niels Christian Nilsson, Emil Rosenlund Høeg, Rolf Nordahl

Research output: Contribution to book/anthology/report/conference proceedingArticle in proceedingResearchpeer-review

Abstract

Virtual reality (VR) is becoming increasingly commonplace and consumers, among other things, use the technology to access cinematic VR experiences. However, cinematic VR limits filmmakers' ability to effectively guide the audience's attention. This paper describes a between-groups study (n=60) exploring the use of a zone-division system to incorporate mise-en-scène in VR to guide attention. Participants were exposed to a cinematic VR experience including five points of interest (POIs). Half of the participants experienced a version containing visual cues arranged in the scene based on the zone-division system and the other half experienced no such guidance. The effectiveness of the intervention was assessed by measuring the angle between users' head orientation and the relevant POIs. Additionally, a questionnaire was used to determine whether the participants recalled the POIs. The results showed that participants exposed to additional visual cues orientated themselves significantly closer to the POIs than those in the other condition. However the questionnaire showed no significant differences between conditions.

Original languageEnglish
Title of host publication2019 IEEE 5th Workshop on Everyday Virtual Reality, WEVR 2019
PublisherIEEE
Publication dateMar 2019
Article number8809592
ISBN (Electronic)9781728140506
DOIs
Publication statusPublished - Mar 2019
Event2019 IEEE 5th Workshop on Everyday Virtual Reality - Osaka, Japan
Duration: 23 Mar 201923 Mar 2019
Conference number: 5th

Workshop

Workshop2019 IEEE 5th Workshop on Everyday Virtual Reality
Number5th
CountryJapan
CityOsaka
Period23/03/201923/03/2019

Fingerprint

Virtual reality

Keywords

  • I.3.6 [Computer Graphics]: Methodology and Techniques - Interaction techniques
  • I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism - Virtual Reality

Cite this

Kvisgaard, A., Klem, S. Ø., Nielsen, T. L., Rafferty, E. I., Nilsson, N. C., Høeg, E. R., & Nordahl, R. (2019). Frames to Zones: Applying Mise-en-Scène Techniques in Cinematic Virtual Reality. In 2019 IEEE 5th Workshop on Everyday Virtual Reality, WEVR 2019 [8809592] IEEE. https://doi.org/10.1109/WEVR.2019.8809592
Kvisgaard, Adam ; Klem, Sune Øllgaard ; Nielsen, Thomas Lund ; Rafferty, Eoin Ivan ; Nilsson, Niels Christian ; Høeg, Emil Rosenlund ; Nordahl, Rolf. / Frames to Zones : Applying Mise-en-Scène Techniques in Cinematic Virtual Reality. 2019 IEEE 5th Workshop on Everyday Virtual Reality, WEVR 2019. IEEE, 2019.
@inproceedings{7782f152719647ec837e75bc19791de6,
title = "Frames to Zones: Applying Mise-en-Sc{\`e}ne Techniques in Cinematic Virtual Reality",
abstract = "Virtual reality (VR) is becoming increasingly commonplace and consumers, among other things, use the technology to access cinematic VR experiences. However, cinematic VR limits filmmakers' ability to effectively guide the audience's attention. This paper describes a between-groups study (n=60) exploring the use of a zone-division system to incorporate mise-en-sc{\`e}ne in VR to guide attention. Participants were exposed to a cinematic VR experience including five points of interest (POIs). Half of the participants experienced a version containing visual cues arranged in the scene based on the zone-division system and the other half experienced no such guidance. The effectiveness of the intervention was assessed by measuring the angle between users' head orientation and the relevant POIs. Additionally, a questionnaire was used to determine whether the participants recalled the POIs. The results showed that participants exposed to additional visual cues orientated themselves significantly closer to the POIs than those in the other condition. However the questionnaire showed no significant differences between conditions.",
keywords = "I.3.6 [Computer Graphics]: Methodology and Techniques - Interaction techniques, I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism - Virtual Reality",
author = "Adam Kvisgaard and Klem, {Sune {\O}llgaard} and Nielsen, {Thomas Lund} and Rafferty, {Eoin Ivan} and Nilsson, {Niels Christian} and H{\o}eg, {Emil Rosenlund} and Rolf Nordahl",
year = "2019",
month = "3",
doi = "10.1109/WEVR.2019.8809592",
language = "English",
booktitle = "2019 IEEE 5th Workshop on Everyday Virtual Reality, WEVR 2019",
publisher = "IEEE",
address = "United States",

}

Kvisgaard, A, Klem, SØ, Nielsen, TL, Rafferty, EI, Nilsson, NC, Høeg, ER & Nordahl, R 2019, Frames to Zones: Applying Mise-en-Scène Techniques in Cinematic Virtual Reality. in 2019 IEEE 5th Workshop on Everyday Virtual Reality, WEVR 2019., 8809592, IEEE, 2019 IEEE 5th Workshop on Everyday Virtual Reality, Osaka, Japan, 23/03/2019. https://doi.org/10.1109/WEVR.2019.8809592

Frames to Zones : Applying Mise-en-Scène Techniques in Cinematic Virtual Reality. / Kvisgaard, Adam ; Klem, Sune Øllgaard; Nielsen, Thomas Lund; Rafferty, Eoin Ivan; Nilsson, Niels Christian; Høeg, Emil Rosenlund; Nordahl, Rolf.

2019 IEEE 5th Workshop on Everyday Virtual Reality, WEVR 2019. IEEE, 2019. 8809592.

Research output: Contribution to book/anthology/report/conference proceedingArticle in proceedingResearchpeer-review

TY - GEN

T1 - Frames to Zones

T2 - Applying Mise-en-Scène Techniques in Cinematic Virtual Reality

AU - Kvisgaard, Adam

AU - Klem, Sune Øllgaard

AU - Nielsen, Thomas Lund

AU - Rafferty, Eoin Ivan

AU - Nilsson, Niels Christian

AU - Høeg, Emil Rosenlund

AU - Nordahl, Rolf

PY - 2019/3

Y1 - 2019/3

N2 - Virtual reality (VR) is becoming increasingly commonplace and consumers, among other things, use the technology to access cinematic VR experiences. However, cinematic VR limits filmmakers' ability to effectively guide the audience's attention. This paper describes a between-groups study (n=60) exploring the use of a zone-division system to incorporate mise-en-scène in VR to guide attention. Participants were exposed to a cinematic VR experience including five points of interest (POIs). Half of the participants experienced a version containing visual cues arranged in the scene based on the zone-division system and the other half experienced no such guidance. The effectiveness of the intervention was assessed by measuring the angle between users' head orientation and the relevant POIs. Additionally, a questionnaire was used to determine whether the participants recalled the POIs. The results showed that participants exposed to additional visual cues orientated themselves significantly closer to the POIs than those in the other condition. However the questionnaire showed no significant differences between conditions.

AB - Virtual reality (VR) is becoming increasingly commonplace and consumers, among other things, use the technology to access cinematic VR experiences. However, cinematic VR limits filmmakers' ability to effectively guide the audience's attention. This paper describes a between-groups study (n=60) exploring the use of a zone-division system to incorporate mise-en-scène in VR to guide attention. Participants were exposed to a cinematic VR experience including five points of interest (POIs). Half of the participants experienced a version containing visual cues arranged in the scene based on the zone-division system and the other half experienced no such guidance. The effectiveness of the intervention was assessed by measuring the angle between users' head orientation and the relevant POIs. Additionally, a questionnaire was used to determine whether the participants recalled the POIs. The results showed that participants exposed to additional visual cues orientated themselves significantly closer to the POIs than those in the other condition. However the questionnaire showed no significant differences between conditions.

KW - I.3.6 [Computer Graphics]: Methodology and Techniques - Interaction techniques

KW - I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism - Virtual Reality

UR - http://www.scopus.com/inward/record.url?scp=85072163965&partnerID=8YFLogxK

U2 - 10.1109/WEVR.2019.8809592

DO - 10.1109/WEVR.2019.8809592

M3 - Article in proceeding

BT - 2019 IEEE 5th Workshop on Everyday Virtual Reality, WEVR 2019

PB - IEEE

ER -

Kvisgaard A, Klem SØ, Nielsen TL, Rafferty EI, Nilsson NC, Høeg ER et al. Frames to Zones: Applying Mise-en-Scène Techniques in Cinematic Virtual Reality. In 2019 IEEE 5th Workshop on Everyday Virtual Reality, WEVR 2019. IEEE. 2019. 8809592 https://doi.org/10.1109/WEVR.2019.8809592