ABSTRACT
Cinematic VR, either as an in-game cutscene or a standalone 360° 3D movie, is a widespread narration tool for stories unfolding through Immersive Virtual Reality (IVR) experiences. Commonly, users experience cinematics from a 3rd or 1st person perspective, while firmly positioned in specific proxemics zones of the characters or events they are meant to take in, with no interactivity options provided. This study examines whether having a virtual body (VB) amplifies users' emotional response, specifically their anxiety levels, and how dependent those are to the interpersonal distances between the VB and non-player characters.
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Index Terms
- Does having a virtual body make a difference during cinematic vr experiences?
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