Several interesting topics have emerged from two previous 360° video user experience studies; one of which is a viewer's perceived size, and perception of objects and people, within a scene relative to the position and placement of the camera. A viewer may feel taller when the camera is placed above the average head height and feel smaller when the camera is close to a person or object. This paper presents a proposed user study to further explore the effect of camera position on a user's perception of size and interaction within a Virtual Environment. The Virtual Environment will be a 360° video and/or a Computer Generated environment which will expose the viewer to a range of scenes using several camera positions. Qualitative data will be...
Today, virtual reality technology is a multi-purpose tool for diverse applications in various domain...
Camera separation affects the perceived depth in stereoscopic movies. Through control of the separat...
Due to the advances in head-mounted displays (HMDs), hardware and software technologies, and mobile ...
The 360-degree video, aka omnidirectional video, can be used to efficiently create immersive experie...
360º videos have emerged as a technology that providesnew possibilities for filmmakers and users ali...
In this paper we report two experiments in which the effect of perspective projection on presence an...
The current study investigated the relationship between the point-of-view (POV) of a 360-degree film...
The production of immersive media often involves 360-degree viewing on mobile or immersive VR device...
In this paper we report two experiments in which the effect of perspective projection on presence an...
<div><p>In this paper we report two experiments in which the effect of perspective projection on pre...
It is well known that eye height is an important visual cue in the perception of apparent sizes and ...
The present study investigates the subjective feeling of presence elicited by 3DTV and its relations...
This paper reports on the findings of a study about perception in virtual contexts, conducted with 1...
Objective: Our goal was to evaluate the degree to which display technologies influence the perceptio...
Stereoscopic displays can simulate the perception of depth information, potentially increasing human...
Today, virtual reality technology is a multi-purpose tool for diverse applications in various domain...
Camera separation affects the perceived depth in stereoscopic movies. Through control of the separat...
Due to the advances in head-mounted displays (HMDs), hardware and software technologies, and mobile ...
The 360-degree video, aka omnidirectional video, can be used to efficiently create immersive experie...
360º videos have emerged as a technology that providesnew possibilities for filmmakers and users ali...
In this paper we report two experiments in which the effect of perspective projection on presence an...
The current study investigated the relationship between the point-of-view (POV) of a 360-degree film...
The production of immersive media often involves 360-degree viewing on mobile or immersive VR device...
In this paper we report two experiments in which the effect of perspective projection on presence an...
<div><p>In this paper we report two experiments in which the effect of perspective projection on pre...
It is well known that eye height is an important visual cue in the perception of apparent sizes and ...
The present study investigates the subjective feeling of presence elicited by 3DTV and its relations...
This paper reports on the findings of a study about perception in virtual contexts, conducted with 1...
Objective: Our goal was to evaluate the degree to which display technologies influence the perceptio...
Stereoscopic displays can simulate the perception of depth information, potentially increasing human...
Today, virtual reality technology is a multi-purpose tool for diverse applications in various domain...
Camera separation affects the perceived depth in stereoscopic movies. Through control of the separat...
Due to the advances in head-mounted displays (HMDs), hardware and software technologies, and mobile ...