A Cross-Media Presence Questionnaire: The ITC-Sense of Presence Inventory
Presence: Teleoperators and Virtual Environments
Introducing contextual laddering to evaluate the likeability of games with children
Cognition, Technology and Work
The implications of program genres for the design of social television systems
Proceedings of the 1st international conference on Designing interactive user experiences for TV and video
Player identification in online games: validation of a scale for measuring identification in MMORPGs
Proceedings of the 3rd International Conference on Fun and Games
Proceedings of the 14th International Academic MindTrek Conference: Envisioning Future Media Environments
Immersive interactive reality: Internet-based on-demand VR for cultural presentation
Virtual Reality - Special Issue on Cultural Technology
Panoramic video: design challenges and implications for content interaction
Proceedings of the 11th european conference on Interactive TV and video
Windy sight surfers: sensing and awareness of 360° immersive videos on the move
Proceedings of the 11th european conference on Interactive TV and video
Immersive 360° mobile video with an emotional perspective
Proceedings of the 2013 ACM international workshop on Immersive media experiences
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Omnidirectional video (ODV) is a type of video in which viewers can look around in 360° as if turning the camera themselves. This type of video presents opportunities for new interactive television formats. The development of such new formats, however, is accompanied by challenges in terms of user experience and technical and creative development. In this paper, we discuss which issues and opportunities users anticipate. These findings are the result of a human-centered design study in which we first introduced potential users to ODV, gathering their feedback, and then encouraged them to envision suitable ODV-based enhancements of television genres.