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User Experience Study of 360° Music Videos on Computer Monitor and Virtual Reality Goggles

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Details

Original languageEnglish
Title of host publicationInformation Visualization - Biomedical Visualization and Geometric Modelling and Imaging, IV 2019
EditorsEbad Banissi, Anna Ursyn, Mark W. McK. Bannatyne, Nuno Datia, Joao Moura Pires, Rita Francese, Muhammad Sarfraz, Theodor G Wyeld, Fatma Bouali, Gilles Venturin, Hanane Azzag, Mustapha Lebbah, Marjan Trutschl, Urska Cvek, Heimo Muller, Minoru Nakayama, Sebastian Kernbach, Loredana Caruccio, Michele Risi, Ugo Erra, Autilia Vitiello, Veronica Rossano
PublisherIEEE
Pages81-87
Number of pages7
ISBN (Electronic)9781728128382
DOIs
Publication statusPublished - 1 Jul 2019
Publication typeA4 Article in a conference publication
EventInternational Conference on Information Visualisation - Paris, France
Duration: 2 Jul 20195 Jul 2019

Publication series

NameProceedings of the International Conference on Information Visualisation
ISSN (Print)1093-9547

Conference

ConferenceInternational Conference on Information Visualisation
CountryFrance
CityParis
Period2/07/195/07/19

Abstract

360° videos are increasingly used for media and entertainment, but the best practices for editing them are not yet well established. In this paper, we present a study in which we investigated the user experience of 360° music videos viewed on computer monitor and VR goggles. The research was conducted in the form of a laboratory experiment with 20 test participants. During the within-subject study, participants watched and evaluated four versions of the same 360° music video with a different cutting rate. Based on the results, an average cutting rate of 26 seconds delivered the highest-quality user experience both for computer monitor and VR goggles. The cutting rate matched with participants' mental models, and there was enough time to explore the environment without getting bored. Faster cutting rates made the users nervous, and a video consisting of a single shot was considered to be too static and boring.

Keywords

  • 360° video, cutting rate, hmd, music video, virtual reality, virtual reality goggles

Publication forum classification

Field of science, Statistics Finland