Creating a more immersive and “VR-like”360-degree video experience: Development of an Immersive and Interactive Alcohol Resistance Training Tool

Patricia Lyk, Gunver Majgaard, Lotte Vallentin-Holbech, Julie Dalgaard Guldager, Timo Dietrich, Sharyn Rundle-Thiele, Christiane Stock

Research output: Chapter in Book/Report/Conference proceedingConference contribution to proceedingpeer-review

Abstract

The presented design case gives an example of how to create more engaging 360-degree video applications. In contrast to VR, users of 360-video are often passive observers; they cannot move around in the virtual environment nor affect it. This limits the user's chance of feeling immersed and present in the environment, resulting in less engaging experiences and poorer conditions for experience-based learning. This article examines immersion in 360-video through the design case VR FestLab (ed. In English PartyLab), which is a party simulation for alcohol prevention, consisting of 125 360-degree movie sequences. The application is used in a virtual reality headset, where users create their own uniqueexperience through a choose your own adventure experience. The application is an example of a new approach towardsmore engaging 360-degree video content. In the light of this, we suggest six elements that should be considered, whendesigning an engaging, motivating and immersive experience with 360-degree video. The six elements are 1) user influence, 2) noticed user existence, 3) 3D environment, 4) spatial sound, 5)" movement" in scene and 6) technical aspects.Further tests are needed to fully determine the extent to which these six factors enhance immersion and presence.
Original languageEnglish
Title of host publicationProceedings of the 14th European Conference on Game Based Learning : A Virtual Conference hosted by The University of Brighton, UK
EditorsPanagiotis Fotaris
Number of pages10
Volume2020
Place of PublicationReading
PublisherAcademic Conferences and Publishing International
Publication date25 Sept 2020
EditionSeptember
Pages711-720
ISBN (Print)9781912764716
Publication statusPublished - 25 Sept 2020
Event14th International Conference on Game Based Learning, ECGBL 2020 - Brighton, United Kingdom
Duration: 24 Sept 202025 Sept 2020

Conference

Conference14th International Conference on Game Based Learning, ECGBL 2020
Country/TerritoryUnited Kingdom
CityBrighton
Period24/09/2025/09/20
SeriesProceedings of the European Conference on Games Based Learning (ECGBL)

Fingerprint

Dive into the research topics of 'Creating a more immersive and “VR-like”360-degree video experience: Development of an Immersive and Interactive Alcohol Resistance Training Tool'. Together they form a unique fingerprint.

Cite this