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

9 Citations (Scopus)

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
Country/TerritoryJapan
CityOsaka
Period23/03/201923/03/2019

Keywords

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

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