IEEE Comput Graph Appl. 2021 Jul-Aug;41(4):64-75. doi: 10.1109/MCG.2021.3064688. Epub 2021 Jul 15.
Virtual reality (VR) is a powerful medium for $360^{\circ }$360∘ storytelling, yet content creators are still in the process of developing cinematographic rules for effectively communicating stories in VR. Traditional cinematography has relied for over a century on well-established techniques for editing, and one of the most recurrent resources for this are cinematic cuts that allow content creators to seamlessly transition between scenes. One fundamental assumption of these techniques is that the content creator can control the camera; however, this assumption breaks in VR: Users are free to explore $360^{\circ }$360∘ around them. Recent works have studied the effectiveness of different cuts in $360^{\circ }$360∘ content, but the effect of directional sound cues while experiencing these cuts has been less explored. In this work, we provide the first systematic analysis of the influence of directional sound cues in users' behavior across $360^{\circ }$360∘ movie cuts, providing insights that can have an impact on deriving conventions for VR storytelling.
虚拟现实(VR)是一种强大的 360°全景叙事媒介,但内容创作者仍在开发用于在 VR 中有效传达故事的电影规则。一个多世纪以来,传统电影摄影一直依赖于经过充分验证的编辑技术,而其中最常用的资源之一是电影剪辑,它可以让内容创作者在场景之间无缝切换。这些技术的一个基本假设是内容创作者可以控制相机;然而,在 VR 中,这种假设不再成立:用户可以自由地探索他们周围的 360°全景。最近的研究已经研究了不同剪辑在 360°内容中的有效性,但在体验这些剪辑时,定向声音线索的影响研究较少。在这项工作中,我们首次系统地分析了定向声音线索在用户行为中的影响,这些行为跨越了 360°电影剪辑,为 VR 故事讲述提供了有影响的见解。