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The Oculus Rift Film Experience: A Case Study on Understanding Films in a Head Mounted Display

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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.

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Acknowledgements

We would like to thank the Creative Lab team for providing the facilities to create this movie as well as Anneliene van den Boom for the production of the movie.

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Correspondence to Licia Calvi .

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© 2017 ICST Institute for Computer Sciences, Social Informatics and Telecommunications Engineering

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Syrett, H., Calvi, L., van Gisbergen, M. (2017). The Oculus Rift Film Experience: A Case Study on Understanding Films in a Head Mounted Display. In: Poppe, R., Meyer, JJ., Veltkamp, R., Dastani, M. (eds) Intelligent Technologies for Interactive Entertainment. INTETAIN 2016 2016. Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, vol 178. Springer, Cham. https://doi.org/10.1007/978-3-319-49616-0_19

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  • DOI: https://doi.org/10.1007/978-3-319-49616-0_19

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-49615-3

  • Online ISBN: 978-3-319-49616-0

  • eBook Packages: Computer ScienceComputer Science (R0)

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