Does 3D 360 video enhance user's VR experience?: An Evaluation Study

dc.contributor.author Maximino Bessa en
dc.contributor.author Miguel Correia Melo en
dc.contributor.author David Gonçalves Narciso en
dc.contributor.author Luis Barbosa en
dc.contributor.author José Vasconcelos Raposo en
dc.date.accessioned 2017-12-20T16:14:04Z
dc.date.available 2017-12-20T16:14:04Z
dc.date.issued 2016 en
dc.description.abstract Technology for virtual reality has evolved at a fast pace and so is its affordability. Equipment such as head-mounted displays are now available for the average consumer at reasonable prices and this potentiates the use of contents such as video 360 in a more natural way. The purpose of this study was to measure the sense of presence and cybersickness comparing subjects by gender while experiencing a virtual reality application composed by type of VIDEO (360 video and 3D 360 video) using an head-mounted display. A Portuguese version of the Igroup Presence Questionnaire (IPQ) was used together with the Simulator Sickness Questionnaire (SSQ). The results have revealed that there are no significant differences across 2D and 3D videos in the sense of presence or cybersickness. © 2016 ACM. en
dc.identifier.uri http://repositorio.inesctec.pt/handle/123456789/4490
dc.identifier.uri http://dx.doi.org/10.1145/2998626.2998669 en
dc.language eng en
dc.relation 6279 en
dc.relation 5408 en
dc.relation 6646 en
dc.relation 5095 en
dc.relation 6565 en
dc.rights info:eu-repo/semantics/embargoedAccess en
dc.title Does 3D 360 video enhance user's VR experience?: An Evaluation Study en
dc.type conferenceObject en
dc.type Publication en
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