skip to main content
10.1145/3281505.3283383acmconferencesArticle/Chapter ViewAbstractPublication PagesvrstConference Proceedingsconference-collections
abstract

The impact of camera height in cinematic virtual reality

Published:28 November 2018Publication History

ABSTRACT

Watching a 360° movie with Head Mounted Displays (HMDs) the viewer feels to be inside the movie and can experience it in an immersive way. The head of the viewer is exactly in the same place as the camera was when the scene was recorded. Viewing a movie by HMDs from the perspective of the camera can raise some challenges, e.g. heights of well-known objects can irritate the viewer in the case the camera height does not correspond to the physical eye height. The aim of this work is to study how the position of the camera influences presence, sickness and the user experience of the viewer. For that we considered several watching postures as well as various camera heights. The results of our experiments suggest that differences between camera and eye heights are more accepted, if the camera position is lower than the viewer's own eye height. Additionally, sitting postures are preferred and can be adapted easier than standing postures. These results can be applied to improve guidelines for 360° filmmakers.

References

  1. Ehrenstein, W.H. and Ehrenstein, A. 1999. Psychophysical Methods. Modern Techniques in Neuroscience Research. Springer Berlin Heidelberg. 1211--1241.Google ScholarGoogle Scholar
  2. Leyrer, M. et al. 2015. The Importance of Postural Cues for Determining Eye Height in Immersive Virtual Reality. PLOS ONE. 10, 5 (May 2015). DOI:htps://Google ScholarGoogle ScholarCross RefCross Ref
  3. Passmore, P.J. et al. 2017. 360 Cinematic literacy: a case study. International Broadcasting Convention (Sep. 2017).Google ScholarGoogle Scholar

Index Terms

  1. The impact of camera height in cinematic virtual reality

    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
      VRST '18: Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology
      November 2018
      570 pages
      ISBN:9781450360869
      DOI:10.1145/3281505

      Copyright © 2018 Owner/Author

      Permission to make digital or hard copies of part or all 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 third-party components of this work must be honored. For all other uses, contact the Owner/Author.

      Publisher

      Association for Computing Machinery

      New York, NY, United States

      Publication History

      • Published: 28 November 2018

      Check for updates

      Qualifiers

      • abstract

      Acceptance Rates

      Overall Acceptance Rate66of254submissions,26%

      Upcoming Conference

      VRST '24

    PDF Format

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader