Proceedings of the Working Conference on Advanced Visual Interfaces 2008
DOI: 10.1145/1385569.1385580
|View full text |Cite
|
Sign up to set email alerts
|

Using subjective and physiological measures to evaluate audience-participating movie experience

Abstract: In this paper we subjectively and physiologically investigate the effects of the audiences' 3D virtual actor in a movie on their movie experience, using the audience-participating movie DIM as the object of study. In DIM, the photo-realistic 3D virtual actors of audience are constructed by combining current computer graphics (CG) technologies and can act different roles in a pre-rendered CG movie. To facilitate the investigation, we presented three versions of a CG movie to an audience-a Traditional version, i… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1
1

Citation Types

0
5
0

Year Published

2009
2009
2020
2020

Publication Types

Select...
3
3
1

Relationship

0
7

Authors

Journals

citations
Cited by 7 publications
(5 citation statements)
references
References 17 publications
0
5
0
Order By: Relevance
“…It might be partly explained through the lack of interaction because the viewers sat passively in their seats. Our results might be different if the viewers have had a chance to behave like a real concert audience does (see, for example, Lin et al 7 ; Heeter 37 ; Lombard and Ditton 1 ).…”
Section: Movie Experiencementioning
confidence: 67%
See 1 more Smart Citation
“…It might be partly explained through the lack of interaction because the viewers sat passively in their seats. Our results might be different if the viewers have had a chance to behave like a real concert audience does (see, for example, Lin et al 7 ; Heeter 37 ; Lombard and Ditton 1 ).…”
Section: Movie Experiencementioning
confidence: 67%
“…Some users thought that glasses improved the 3-D experience, but most of the people would not wear them if it could be an option. In summary, it seems that people were impressed and enjoyed the 3-D presentation: it looked and felt real from many viewpoints and the experience was immersive (see, for example, Lombard et al 1 ; Lin et al 7 ; IJjsselsteijn et al 20 Seuntiëns et al 5 ). Still, most of the people did not feel that they were actors within the virtual world or the virtual characters were part of the real world.…”
Section: Movie Experiencementioning
confidence: 99%
“…We conducted two different pilot studies based on the collective HR. The first pilot succeeded in eliciting sense of presence through the commentator's announcements, engagement, and in enhancing interaction and communication between audience and hockey game; in addition, similarly to Lin et al (2008) study, the study also shows potential of physiological evaluation techniques in objectively evaluating user experience. Furthermore, the follow-up study supports these results.…”
Section: Hr Data Resultsmentioning
confidence: 66%
“…In Lin et al's (2008) study they subjectively and physiologically investigated the effects of the audiences' 3D virtual actor in a movie on their movie experience, using the audience-participating movie DIM as the object of study. They, based on the existing literature, chose to collect GSR and electrocardiogram (EKG) signals to evaluate audience experience.…”
Section: Hr Measurementmentioning
confidence: 99%
“…There have been articles reporting the use of physiological sensors as objective evaluation mechanisms [16,5]. Others have explored the relationship between biosensor data and subjective methods [15,11]; and most of the work has been targeted to label the users' affective states [10] (e.g., fatigue). Moreover, in most of the cases the user studies were conducted in lab settings and the results were based on the averaged performance of the group (and not on the performance of the individuals).…”
Section: Introductionmentioning
confidence: 99%