Abstract
Three hundred sixty–degree (360°) immersive video applications for Head Mounted Display (HMD) devices offer great potential in providing engaging forms of experiential media solutions especially in Cultural Heritage education. Design challenges emerge though by this new kind of immersive media due to the 2D form of resources used for their construction, the lack of depth, the limited interaction and the need to address the sense of presence. In addition, the use of Virtual Reality (VR) headsets often causes nausea, or motion sickness effects imposing further implications in moderate motion design tasks. This paper introduces a methodological categorisation of tasks and techniques for the design of 360° immersive video applications. Following the design approach presented, a testbed application has been created as an immersive interactive virtual tour at the historical centre of the city of Rethymno in Crete, Greece, which has undergone user trials. Based on the analysis of the results of this study, a set of design guidelines for the implementation of 360° immersive video virtual tours is proposed.
Highlights
Introduction and backgroundThree hundred sixty–degree (360°) video as a form of immersive experience became popular following the release of low-cost Virtual Reality (VR) headsets for consumer purposes that support a wider field of viewing range and stereoscopic display
The study presented in this paper attempted to introduce a set of design tasks and techniques that should be considered at the experience and interaction design layers of the design process of creating 360° immersive video applications of Cultural Heritage tours
The results of the study led to the definition of a set of design guidelines suggested for the creation of immersive video interactive applications
Summary
Three hundred sixty–degree (360°) video as a form of immersive experience became popular following the release of low-cost VR headsets for consumer purposes that support a wider field of viewing range and stereoscopic display. Three hundred sixty–degree video VR storytelling experiences allowed producers to create longer lasting impact to the audience though semi-interactive experiences that fall between game design and film production. This is achieved by making users to feel like taking part in the action and the narrative [28]
Published Version (Free)
Talk to us
Join us for a 30 min session where you can share your feedback and ask us any queries you have