• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 3
  • Tagged with
  • 3
  • 3
  • 3
  • 2
  • 2
  • 2
  • 2
  • 2
  • 2
  • 2
  • 2
  • 2
  • 2
  • 2
  • 2
  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Embodied Avatars in Cinematic Virtual Reality : Effects on Presence, Social Presence, and Spatial Referencing.

Berg, Alfred January 2022 (has links)
The increasing availability of modern head-mounted displays have spurred interest in social virtual reality (VR) applications, but their immersion-inducing features limit the use of important nonverbal social cues in multiuser contexts. Embodied avatars have proven useful in increasing the social affordances of real-time rendered VR applications but remain underexplored in cinematic virtual reality (CVR). In the present study, three different conditions were evaluated in co-located CVR where participants watched 360° videos together in pairs; one condition had no visual representation of the co-watcher, one condition had a translucent cone representing the co-watcher’s viewing direction, and one condition had both the cone and a set of hands representing the co-watcher. Social presence was measured through the Networked Minds Social Presence Inventory and a semantic differential scale, presence was measured through the iGroup Presence Questionnaire, and participants’ use of implicit and explicit spatial references (i.e., “there” versus “next to the blue house”) was analyzed. The results indicate that simple embodied avatars can increase presence and social presence in CVR, and lead to more face-to-face-like verbal behavior. / Intresset för sociala VR-applikationer har stigit i takt med spridningen av moderna VR-glasögon, men applikationer för två eller fler användare är svåra att realisera i och med att glasögonen blockerar viktiga ickeverbala sociala signaler. I realtidsrenderad VR har de sociala interaktionsmöjligheterna kunnat förbättras genom så kallade embodied avatars men deras effekt har hittills inte undersökts i cinematisk VR (CVR). I den här studien utforskades tre betingelser av embodied avatars i ett CVR-experiment där deltagarpar tittade på 360° filmer tillsammans i ett rum. En betingelse saknade avatar, i en betingelse representerades ens partners blickfång av en halvgenomskinlig kona, och i en betingelse representerades ens partner av både konan samt ett par virtuella händer. Social presence mättes genom the Networked Minds Social Presence Inventory och en semantic differential scale, presence mättes genom the iGroup Presence Questionnaire, och deltagarnas användning av implicita (”där”) och explicita (”bredvid det blå huset”) spatiala uttalanden analyserades. Resultaten visar att enkla embodied avatars kan öka både presence och social presence i CVR, samt leda till verbal kommunikation som liknar den vi använder i när vi interagerar ansikte mot ansikte.
2

Cognition and Emotion in Cinematic Virtual Reality : What are the challenges in production to creating an emotional response? / Kognition och Känsla i Filmisk Virtuell Verklighet : Vilka är utmaningarna under en produktion för att framkalla känslomässig reaktion?

Kubitzek, Barbara January 2019 (has links)
This thesis focuses on the challenges in production to create a live-action cinematic virtual reality film that aims to trigger a certain emotional response in the viewer. Cinematic virtual reality (CVR) is the term referred to throughout this thesis that has been used by Mateer (2017) in his paper. However, the definition of CVR will differ to some extent from Mateers ́ (2017) and reasons for it will be provided. Firstly, the techniques employed in the production of the cinematic virtual reality film that may elicit an emotional response and character engagement are taken from the theory of cognition and emotion in film by Smith, M. (1995) Engaging Characters: Fiction, Emotion and Cinema and David Bordwell ́s Narration and the Fiction Film (1985). The theoretical framework has been applied to an analysis of a Pixar-style animated CVR film called Invasion! (2016) in order to extract guiding principles that have informed the making of my own CVR film. The importance of creating presence through immersion is highlighted as necessary in sustaining engagement and evoking emotions (Ding et al., 2018). An emotional response of entrapment, fear, insecurity and wonder is desired to be elicited by watching my CVR film. As well, emotional engagement with the character in the CVR film is aimed for to enhance the emotional response. Sound and visual cues are used that may serve to facilitate directing the viewer through the story as mentioned by Mateer (2017). Techniques identified that may create an emotional response are direct address, spatial proximity and orientation. The production of my CVR film has been informed by these techniques, however, challenges in production may have weakened the outcome such as the difficulties in monitoring the shoot resulting in problems adjusting lighting, directing the actress and avoiding object distortion on stitching lines. Furthermore, on set sound recording has been a major challenge. My CVR film is evaluated according to these challenges and possible solutions for improvement are offered. Cinematic Virtual Reality is a medium that offers new ways for storytelling and experiences. My CVR film places the viewer in the imaginary position of a fairy thus offering a perspective of the world and connected emotions that go beyond the possible experiences in everyday life. The aim is to contribute to a deepened understanding of cinematic virtual reality filmmaking by presenting some of the techniques and production challenges of creating an emotionally compelling CVR film experience.
3

Virtual reality in tourism. Opportunity or pitfall? : Explorative case study of a place-based virtual reality experience of Mariebergsskogen / Virtuell verklighet i turismen. Möjlighet eller fallgrop? : En explorativ fallstudie om en platsbaserade virtuell verklighet upplevelse av Mariebergsskogen

Kubitzek, Barbara January 2021 (has links)
To what extent can virtual reality be used to induce real-life tourism? This question becomes even more relevant in these covid-19 times. However, research on virtual reality concerning tourism has not engaged substantively with this question yet and thus this study seeks to address this question. This thesis is an explorative case study of the development of the prototype of a place-based virtual reality experience of Mariebergsskogen in Karlstad, Sweden. The purpose of this study is to investigate and show how a place-based virtual reality experience can add value to the experience and promotion of Mariebergsskogen. This thesis goes beyond ocularcentrism highlighting the involvement of senses, the whole body and emotions in experiencing a destination. How can a deeper emotional connection to a destination be evoked through virtual reality revealing the characteristics, uniqueness and rootedness of the place? A geomedia approach is taken that combines a sensitivity to place with media to arrive at a multi-dimensional view of Mariebergsskogen considering place representations, engagements and its roots to history. Place is conceptualized by recourse to Lefebvre’s (2011) spatial triad: lived, perceived and imagined that are in a dialectic relationship. The methodological model created has been informed by the project on place-based digital experiences (PDU) at the University of Karlstad in Sweden. Tourists are considered active agents in creating tourism destinations and this study emphasizes their engagement as co-creators in the prototype development process. A methodological model is proposed that combines a place analysis with workshops consisting of a user study and a co-creation workshop supplemented with insights from interviews with virtual reality developers and stakeholders from Region Värmland and Karlstad Municipality.

Page generated in 0.0891 seconds