2018
DOI: 10.1080/25741136.2018.1464743
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Headset attentional synchrony: tracking the gaze of viewers watching narrative virtual reality

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Cited by 24 publications
(13 citation statements)
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“…When 360-degree cameras became widely available, practitioners and researchers also explored and came up with guidelines for creators to capture engaging footage and effectively tell stories. Those guidelines include the principles of arranging story elements in the scene, the placement of the camera and characters, and the gestures and body language for human actors to use with the purpose of direct the viewer's attention in the immersive media without using non-diegetic objects (Pope et al, 2017;Syrett et al, 2017;Gödde et al, 2018;Bender, 2019;Tong et al, 2020). Later, as 360-degree video became more widely available and easily accessible for the general public, it was no longer a simple medium for short-term excitement.…”
Section: Interactive Cinematic Virtual Realitymentioning
confidence: 99%
See 1 more Smart Citation
“…When 360-degree cameras became widely available, practitioners and researchers also explored and came up with guidelines for creators to capture engaging footage and effectively tell stories. Those guidelines include the principles of arranging story elements in the scene, the placement of the camera and characters, and the gestures and body language for human actors to use with the purpose of direct the viewer's attention in the immersive media without using non-diegetic objects (Pope et al, 2017;Syrett et al, 2017;Gödde et al, 2018;Bender, 2019;Tong et al, 2020). Later, as 360-degree video became more widely available and easily accessible for the general public, it was no longer a simple medium for short-term excitement.…”
Section: Interactive Cinematic Virtual Realitymentioning
confidence: 99%
“…Thus, viewers could develop a feeling of "being there" within the scenes and could freely choose the viewing direction (Rothe et al, 2019a). Researchers also started to notice in CVR, compared to traditional flat videos, that both the viewer's role and expectation of interaction had changed; viewers were no longer passive spectators like in cinemas, but characters inside the story scene, expecting a certain amount of agency within the virtual world (Syrett et al, 2017;Bender, 2019).…”
Section: Interactive Cinematic Virtual Realitymentioning
confidence: 99%
“…One of the commonly used methods to cope with this change is to define the viewer as either a spectator (not part of the story) or a character (either invisible or acknowledged) in the story. Bender et al [21] compared the effects of two camera positions in CVR, the character view and the immersive passive view. They looked at their effects on attention to important spots.…”
Section: Choosing the Viewer's Rolementioning
confidence: 99%
“…Visualizing viewer behavior in a 360 • video has been the subject of a number of recent papers. Bender [Bender 2018] investigated attentional synchrony or "how does the gaze of multiple viewers exhibit a high degree of clustering in space and time?". To do this the gaze data of 21 viewers was tracked across two narrative cinematic VR films.…”
Section: Related Workmentioning
confidence: 99%
“…With this information in place, video streaming quality can be enhanced [Nasrabadi et al 2017;Ozcinar et al 2017b,a] or labor-intensive quality control can be automated in post-production [Croci et al 2017]. Finally, understanding visual attention also supports the storytelling process for 360 • video [Bender 2018;Pavel et al 2017;Sheikh et al 2016], e.g. through automatic prediction of visual attention of end-users directly during the editing process in post.…”
Section: Introductionmentioning
confidence: 99%