skip to main content
10.1145/3123266.3123347acmconferencesArticle/Chapter ViewAbstractPublication PagesmmConference Proceedingsconference-collections
research-article

It's All Around You: Exploring 360° Video Viewing Experiences on Mobile Devices

Published:19 October 2017Publication History

ABSTRACT

360° videos are a new kind of medium that gives the viewers a sense of real immersion as they glimpse the action from all angles and directions. Naturally, professional and amateur film-makers are actively adopting this new medium for transformative storytelling. Despite this phenomenal progress in 360° video creation, current understanding on users' viewing experience of these videos is limited. In this paper, we present the first comparative study on the user experience with 360° videos on mobile devices using different interaction techniques. We observed 18 participants' interaction with six 360°videos with different viewport characteristics (static or moving) on a smartphone, a tablet and a head mounted display (HMD) respectively and measured how they interact with the content. We then conducted semi-structured interviews with the participants in which they explained their interaction with and viewing experience of 360° videos across three devices. Our findings show that 360° videos with moving viewports elicit higher engagement from the viewers, and offer superior viewing experience. However, these videos are cognitively demanding and require constant user attention. Our participants preferred the condition with dynamic peephole interaction on a smartphone for watching 360° videos due to the simplicity in exploration and familiarity with navigation controls. Many participants reported that the HMD offers the most immersive experience however it comes at the expense of higher cognitive burden, motion sickness and physical discomfort.

References

  1. BBC. 2016. BBC 360 Degree Channel. (2016). https://goo.gl/cseiFj Last accessed: March 31, 2016.Google ScholarGoogle Scholar
  2. Hrvoje Benko and Andrew D. Wilson. 2010. Multi-point Interactions with Immersive Omnidirectional Visualizations in a Dome. In ACM International Conference on Interactive Tabletops and Surfaces (ITS '10). ACM, New York, NY, USA, 19--28. Google ScholarGoogle ScholarDigital LibraryDigital Library
  3. Lizzy Bleumers, Wendy Van den Broeck, Bram Lievens, and Jo Pierson. 2012. Seeing the Bigger Picture: A User Perspective on 360 degree TV. In Proceedings of the 10th European Conference on Interactive Tv and Video (EuroiTV '12). ACM, New York, NY, USA, 115--124. Google ScholarGoogle ScholarDigital LibraryDigital Library
  4. Wutthigrai Boonsuk, Stephen Gilbert, and Jonathan Kelly. 2012. The Impact of Three Interfaces for 360-degree Video on Spatial Cognition. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '12). ACM, New York, NY, USA, 2579--2588. Google ScholarGoogle ScholarDigital LibraryDigital Library
  5. John et al. Brooke. 1996. SUS-A quick and dirty usability scale. Usability evaluation in industry 189, 194 (1996).Google ScholarGoogle Scholar
  6. Paul Cairns, Jing Li, Wendy Wang, and A Imran Nordin. 2014. The influence of controllers on immersion in mobile games. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. ACM. Google ScholarGoogle ScholarDigital LibraryDigital Library
  7. Discovery Channel. 2016. MythBusters: Shark Shipwreck. (2016). https://goo.gl/ lGJvyh Last accessed: March 31, 2016.Google ScholarGoogle Scholar
  8. Ashley Colley, Wouter Van Vlaenderen, Johannes Schöning, and Jonna Häkkilä. 2016. Changing the camera-to-screen angle to improve AR browser usage. In Proceedings of the 18th International Conference on Human-Computer Interaction with Mobile Devices and Services. ACM, 442--452. Google ScholarGoogle ScholarDigital LibraryDigital Library
  9. Corridor Digital. 2016. Where's Waldo 360°. (2016). https://goo.gl/T8gPQP Last accessed: March 31, 2016.Google ScholarGoogle Scholar
  10. Diana Fonseca and Martin Kraus. 2016. A Comparison of Head-mounted and Hand-held Displays for 360° Videos with Focus on Attitude and Behavior Change. In Proceedings of the 20th International Academic Mindtrek Conference (AcademicMindtrek '16). ACM, New York, NY, USA, 287--296. Google ScholarGoogle ScholarDigital LibraryDigital Library
  11. JR Futrell. 2016. See the future of video by looking behind you: Introducing 360 degree video ads. (2016). http://goo.gl/n8wISz Last accessed: March 31, 2016.Google ScholarGoogle Scholar
  12. John Gaudiosi. 2016. This company streams live sports events to virtual reality. Here is how. (2016). http://goo.gl/Q9lq79 Last accessed: March 31, 2016.Google ScholarGoogle Scholar
  13. Vivian Genaro Motti and Kelly Caine. 2014. Understanding the wearability of head-mounted devices from a human-centered perspective. In Proceedings of the 2014 ACM International Symposium on Wearable Computers. ACM. Google ScholarGoogle ScholarDigital LibraryDigital Library
  14. Google. 2016. Mont Blanc Street View - 360° video of the Mont Blanc Summit. (2016). https://goo.gl/sfdPSI Last accessed: March 31, 2016.Google ScholarGoogle Scholar
  15. Jan Gugenheimer, DennisWolf, Gabriel Haas, Sebastian Krebs, and Enrico Rukzio. 2016. SwiVRChair: A Motorized Swivel Chair to Nudge Users' Orientation for 360 Degree Storytelling in Virtual Reality. In Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems (CHI '16). ACM, New York, NY, USA, 1996--2000. Google ScholarGoogle ScholarDigital LibraryDigital Library
  16. Jochen Huber, Jürgen Steimle, and Max Mühlhäuser. 2010. Toward more efficient user interfaces for mobile video browsing: an in-depth exploration of the design space. In Proceedings of the international conference on Multimedia. ACM, 341--350. Google ScholarGoogle ScholarDigital LibraryDigital Library
  17. Satu Jumisko-Pyykkö, MandyWeitzel, and Dominik Strohmeier. 2008. Designing for user experience: what to expect from mobile 3D TV and video?. In Proceedings of the 1st international conference on Designing interactive user experiences for TV and video. ACM, 183--192. Google ScholarGoogle ScholarDigital LibraryDigital Library
  18. Shunichi Kasahara, Shohei Nagai, and Jun Rekimoto. 2015. First Person Omnidirectional Video: System Design and Implications for Immersive Experience. In Proceedings of the ACM International Conference on Interactive Experiences for TV and Online Video (TVX '15). ACM, New York, NY, USA, 33--42. Google ScholarGoogle ScholarDigital LibraryDigital Library
  19. kayt2525. 2016. THETA 360 -- horror movie. (2016). https://goo.gl/ WqNkOy Last accessed: March 31, 2016.Google ScholarGoogle Scholar
  20. Sei-Young Kim, Joong Ho Lee, and Ji Hyung Park. 2014. The effects of visual displacement on simulator sickness in video see-through head-mounted displays. In Proceedings of the 2014 ACM International Symposium on Wearable Computers. ACM, 79--82. Google ScholarGoogle ScholarDigital LibraryDigital Library
  21. Taro Maeda, Hideyuki Ando, Tomohiro Amemiya, N Nagaya, Maki Sugimoto, and Masahiko Inami. 2005. Shaking the world: galvanic vestibular stimulation as a novel sensation interface. In ACM SIGGRAPH 2005 Emerging technologies. ACM, 17. Google ScholarGoogle ScholarDigital LibraryDigital Library
  22. Sumit Mehra, Peter Werkhoven, and Marcel Worring. 2006. Navigating on Handheld Displays: Dynamic Versus Static Peephole Navigation. ACM Trans. Comput.-Hum. Interact. 13, 4 (Dec. 2006), 448--457. Google ScholarGoogle ScholarDigital LibraryDigital Library
  23. Mercedes. 2016. 360° video drive in the SL along the Californian coastline -- Mercedes-Benz original. (2016). https://goo.gl/QgDiqi Last accessed: March 31, 2016.Google ScholarGoogle Scholar
  24. Kenton O'Hara, April Slayden Mitchell, and Alex Vorbau. 2007. Consuming video on mobile devices. In Proceedings of the SIGCHI conference on Human factors in computing systems. ACM, 857--866. Google ScholarGoogle ScholarDigital LibraryDigital Library
  25. Randy Pausch, M Anne Shackelford, and Dennis Proffitt. 1993. A user study comparing head-mounted and stationary displays. In Virtual Reality, 1993. Proceedings., IEEE 1993 Symposium on Research Frontiers in. IEEE.Google ScholarGoogle ScholarCross RefCross Ref
  26. Fabrizio Pece, James Tompkin, Hanspeter Pfister, Jan Kautz, and Christian Theobalt. 2014. Device effect on panoramic video+ context tasks. In Proceedings of the 11th European Conference on Visual Media Production. ACM, 14. Google ScholarGoogle ScholarDigital LibraryDigital Library
  27. Benjamin Petry and Jochen Huber. 2015. Towards effective interaction with omnidirectional videos using immersive virtual reality headsets. In Proceedings of the 6th Augmented Human International Conference. ACM, 217--218. Google ScholarGoogle ScholarDigital LibraryDigital Library
  28. Jeffrey S Pierce, Randy Pausch, Christopher B Sturgill, and Kevin D Christiansen. 1999. Designing a successful HMD-based experience. Presence 8, 4 (1999), 469--473. Google ScholarGoogle ScholarDigital LibraryDigital Library
  29. Roman Rädle, Hans-Christian Jetter, Jens Müller, and Harald Reiterer. 2014. Bigger is not always better: display size, performance, and task load during peephole map navigation. In Proceedings of the 32nd annual ACM conference on Human factors in computing systems. ACM, 4127--4136. Google ScholarGoogle ScholarDigital LibraryDigital Library
  30. João Ramalho and Teresa Chambel. 2013. Immersive 360° Mobile Video with an Emotional Perspective. In Proceedings of the 2013 ACM International Workshop on Immersive Media Experiences (ImmersiveMe '13). ACM, New York, NY, USA, 35--40. Google ScholarGoogle ScholarDigital LibraryDigital Library
  31. Michael Rohs, Robert Schleicher, Johannes Schöning, Georg Essl, Anja Naumann, and Antonio Krüger. 2009. Impact of item density on the utility of visual context in magic lens interactions. Personal and Ubiquitous Computing 13, 8 (2009), 633--646. Google ScholarGoogle ScholarDigital LibraryDigital Library
  32. Michael Rohs, Johannes Schöning, Martin Raubal, Georg Essl, and Antonio Krüger. 2007. Map navigation with mobile devices: virtual versus physical movement with and without visual context. In Proceedings of the 9th international conference on Multimodal interfaces. ACM, 146--153. Google ScholarGoogle ScholarDigital LibraryDigital Library
  33. RYOT. 2016. The Crossing: A 360° Look Into the Journey of Refugees to Greece. (2016). https://goo.gl/zJp7UP Last accessed: March 31, 2016.Google ScholarGoogle Scholar
  34. Beatriz Sousa Santos, Paulo Dias, Angela Pimentel, Jan-Willem Baggerman, Carlos Ferreira, Samuel Silva, and Joaquim Madeira. 2009. Head-mounted display versus desktop for 3D navigation in virtual reality: a user study. Multimedia Tools and Applications 41, 1 (2009), 161--181. Google ScholarGoogle ScholarDigital LibraryDigital Library
  35. Mel Slater and Martin Usoh. 1994. Body centred interaction in immersive virtual environments. Artificial life and virtual reality 1 (1994), 125--148.Google ScholarGoogle Scholar
  36. BBC Earth Unplugged. 2016. 360° video Red Kite Bird Feeding Frenzy. (2016). https://goo.gl/mCJMBV Last accessed: March 31, 2016.Google ScholarGoogle Scholar
  37. Goranka Zoric, Louise Barkhuus, Arvid Engström, and Elin Önnevall. 2013. Panoramic video: design challenges and implications for content interaction. In Proceedings of the 11th european conference on Interactive TV and video. ACM, 153--162. Google ScholarGoogle ScholarDigital LibraryDigital Library

Index Terms

  1. It's All Around You: Exploring 360° Video Viewing Experiences on Mobile Devices

      Recommendations

      Comments

      Login options

      Check if you have access through your login credentials or your institution to get full access on this article.

      Sign in
      • Published in

        cover image ACM Conferences
        MM '17: Proceedings of the 25th ACM international conference on Multimedia
        October 2017
        2028 pages
        ISBN:9781450349062
        DOI:10.1145/3123266

        Copyright © 2017 ACM

        Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

        Publisher

        Association for Computing Machinery

        New York, NY, United States

        Publication History

        • Published: 19 October 2017

        Permissions

        Request permissions about this article.

        Request Permissions

        Check for updates

        Qualifiers

        • research-article

        Acceptance Rates

        MM '17 Paper Acceptance Rate189of684submissions,28%Overall Acceptance Rate995of4,171submissions,24%

        Upcoming Conference

        MM '24
        MM '24: The 32nd ACM International Conference on Multimedia
        October 28 - November 1, 2024
        Melbourne , VIC , Australia

      PDF Format

      View or Download as a PDF file.

      PDF

      eReader

      View online with eReader.

      eReader