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Guidance in Cinematic Virtual Reality-Taxonomy, Research Status and Challenges

Sylvia Rothe, Daniel Buschek, Heinrich Hußmann
2019 Multimodal Technologies and Interaction  
In recent years, there has been a lot of research about attention guiding in images, movies, virtual reality, augmented reality and also in CVR.  ...  In Cinematic Virtual Reality (CVR), the viewer of an omnidirectional movie can freely choose the viewing direction when watching a movie.  ...  In Cinematic Virtual Reality (CVR), the viewer watches omnidirectional movies using head-mounted displays (HMD) or other Virtual Reality (VR) devices.  ... 
doi:10.3390/mti3010019 fatcat:prhxnbkerjbiznta6wlgbemlby

Review and Future/Potential Application of Mixed Reality Technology in Orthopaedic Oncology

Wong KC, Sun YE, Kumta SM
2022 Orthopedic Research and Reviews  
Mixed Reality (MR) is a technology of merging real and virtual worlds to produce new environments with enhanced visualizations, where physical and digital objects coexist and allow users to interact with  ...  and intraoperative execution errors may result in positive tumor resection margins that increase the risk of local recurrence and adversely affect patients' survival.  ...  XR (Extended Reality: virtual Reality, Augmented Reality, Mixed Reality) technology in spine medicine: status quo and quo vadis. J Clin Med . 2022;11(2):470. doi:10.3390/jcm11020470 39.  ... 
doaj:382c753ceaf84281b56f88170134488d fatcat:ngxxdqidbnfrhcihov4yj54sjm

Adaptive Playback Control: A Framework for Cinematic VR Creators to Embrace Viewer Interaction

Lingwei Tong, Robert W. Lindeman, Holger Regenbrecht
2022 Frontiers in Virtual Reality  
Content creators have been trying to produce engaging and enjoyable Cinematic Virtual Reality (CVR) experiences using immersive media such as 360-degree videos.  ...  Researchers and creators widely acknowledge that a viewer-centered story design and a viewer's intention to interact are two intrinsic characteristics of CVR storytelling.  ...  ., and Hußmann, H. (2019a). Guidance in Cinematic Virtual Reality-Taxonomy, Research Status and Challenges. Multimodal Technol.  ... 
doi:10.3389/frvir.2021.798306 fatcat:wabr6ajxzfasxhp7jzqzowxddu

Developing Games for Health Behavior Change: Getting Started

Tom Baranowski, Richard Buday, Debbe Thompson, Elizabeth J. Lyons, Amy Shirong Lu, Janice Baranowski
2013 Games for Health Journal  
Thirteen commonly asked questions are answered, including defining a G4H, considerations in developing a team, considerations in G4H design, and anticipating unintended consequences.  ...  This report provides guidance for investigators considering a G4H as a behavioral intervention procedure from a team of experienced G4H developers.  ...  Adults alpha testing one serious videogame reported they did not notice, or ignored, status bars reflecting accumulated points and specifically requested verbal feedback on their choices instead. 14 In  ... 
doi:10.1089/g4h.2013.0048 pmid:24443708 pmcid:PMC3892986 fatcat:6hczodknsnhf7bakknn43jieoy

Directing versus Attracting Attention: Exploring the Effectiveness of Central and Peripheral Cues in Panoramic Videos

Anastasia Schmitz, Andrew MacQuarrie, Simon Julier, Nicola Binetti, Anthony Steed
2020 2020 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)  
Some researchers hypothesize that peripheral cues attract reflexive/involuntary attention whereas cues within central vision engage and direct voluntary attention.  ...  This mixed-methods study evaluated the effectiveness of using central arrows and peripheral flickers to guide and focus attention in panoramic videos.  ...  INTRODUCTION Panoramic videos, also known as Cinematic Virtual Reality (CVR), allow consumers to experience virtual environments via an omnidirectional view by using desktop or mobile applications [15  ... 
doi:10.1109/vr46266.2020.00024 fatcat:w4fo6f6xjnanfo2ydhhc6iyzqq

Making sense of sensing systems

Victoria Bellotti, Maribeth Back, W. Keith Edwards, Rebecca E. Grinter, Austin Henderson, Cristina Lopes
2002 Proceedings of the SIGCHI conference on Human factors in computing systems Changing our world, changing ourselves - CHI '02  
PARTICIPANTS & EXPECTED COMMUNITY INTEREST The workshop will welcome researchers working in areas such as those listed above (virtual and augmented reality, ubiquitous, pervasive, and handheld interaction  ...  In addition, it could help identify gaps or opportunities to develop a future research agenda suggested by holes or "sweet spots" in a new taxonomy.  ...  Acknowledgements The author would like to thank to many of the former and current TMG students and colleagues in the MIT Media Lab for their contributions to the TUI research in the past 10 years at the  ... 
doi:10.1145/503447.503450 fatcat:oox2ir4w3bf7nemgqtj5dacqfa

Making sense of sensing systems

Victoria Bellotti, Maribeth Back, W. Keith Edwards, Rebecca E. Grinter, Austin Henderson, Cristina Lopes
2002 Proceedings of the SIGCHI conference on Human factors in computing systems Changing our world, changing ourselves - CHI '02  
PARTICIPANTS & EXPECTED COMMUNITY INTEREST The workshop will welcome researchers working in areas such as those listed above (virtual and augmented reality, ubiquitous, pervasive, and handheld interaction  ...  In addition, it could help identify gaps or opportunities to develop a future research agenda suggested by holes or "sweet spots" in a new taxonomy.  ...  Acknowledgements The author would like to thank to many of the former and current TMG students and colleagues in the MIT Media Lab for their contributions to the TUI research in the past 10 years at the  ... 
doi:10.1145/503376.503450 dblp:conf/chi/BellottiBEGHL02 fatcat:qraobvd44jadjfq4faprxdwue4

A systematic review of immersive virtual reality applications for higher education: Design elements, lessons learned, and research agenda

Jaziar Radianti, Tim A. Majchrzak, Jennifer Fromm, Isabell Wohlgenannt
2019 Computers & Education  
A B S T R A C T Researchers have explored the benefits and applications of virtual reality (VR) in different scenarios.  ...  VR possesses much potential and its application in education has seen much research interest lately.  ...  This publication reflects the views only of the authors, and the Commission cannot be held responsible for any use which may be made of the information contained therein.  ... 
doi:10.1016/j.compedu.2019.103778 fatcat:26dcxfsxmvd4ndsiwohauwlfb4

Methods of Film Education for Children and Teenagers – Selected Issues

Dorota Gołębiowska, Anna Kołodziejczak, Maciej Dowgiel, Ewa Kanownik
2017 Panoptikum  
The article describes teaching techniques used in film education in schools (at every level) and outside schools.  ...  All techniques described in the article are placed within the context of Polish didactics and delineate the evolution of dominant approaches to film education and regulations determining the work of teachers  ...  The main objective of education through film is to foster learners' interest in the surrounding reality, to shape their moral values and support them in understanding the world and its inhabitants.  ... 
doi:10.26881/pan.2017.18.05 fatcat:pyzh5o5cuvgmfln4lzhepkm7m4

Crime TV's undercover Halloween

Lindsay Steenberg
2017 The Journal of Popular Television  
It argues that Halloween on crime TV is predictably transgressive -offering conventional fantasies of masquerade and consumption, rather than subversive challenges to the genre's status quo.  ...  In order to interrogate patterns of seasonal television, this article looks at Halloween themed episodes of long-running American crime television programmes such as CSI, Bones and, in particular, Criminal  ...  Figure 1 : 1 Brennan and Booth in Costume in 'Mummy in the Maze' repetitions produce meanings that are fluid and challenge fixed notions of hierarchies of knowledge, religious practice and historical  ... 
doi:10.1386/jptv.5.1.83_1 fatcat:y7do5n2l3bf7rbxos4h2so475y

The Work of Culture in the Age of Cybernetic Systems

Bill Nichols
1988 Lähikuva – audiovisuaalisen kulttuurin tieteellinen julkaisu  
It is in and through this signifying tissue, arranged in discursive formations and institutional arcnas that struggle takes place and semiosis occurs.  ...  Their style and rhetoric basic. Around each "fact" and every "datum", all realities and evidence, everything "out there", a persuasive, affective tissue ofdiscourse accrues.  ...  and reality of a magnitude commensurate with the transformations in the conception of and relation to self and reality wrought by mechanical reproduction and symbolised by the camera.  ... 
doi:10.23994/lk.116930 fatcat:kuik7jvovjhkfad2strn575csa

One Danger and Eleven Types of Academic Disquiet Whilst Hunting for Cinematic Christ-figures

Anton Karl Kozlovic, Researcher in Department of Media and Communication, Deakin University, Victoria, Australia.
2020 Rupkatha Journal on Interdisciplinary Studies in Humanities  
Further research into the subtextual sub-genre of the religion-and-film field was encouraged, warmly recommended, and is already long overdue.  ...  It was concluded that being cognizant of the inherent dangers and sources of academic disquiet is a valuable means of expanding one's visual and intellectual imagination, and also useful for the postmodern  ...  Such is the case regarding the cinematic Christ-figure, but which can be dealt with by devising a taxonomy of construction features.  ... 
doi:10.21659/rupkatha.v12n4.17b fatcat:ddzfim4fcfdxxemt7k36xnb33a

Visual Delegate Generalization Frame – Evaluating Impact of Visual Effects and Elements on Player and User Experiences in Video Games and Interactive Virtual Environments

Sebastian Misztal, Jonas Schild
2022 CHI Conference on Human Factors in Computing Systems  
Visual efects and elements in video games and interactive virtual environments can be applied to transfer (or delegate) non-visual perceptions (e.g., proprioception, presence, pain) to players and users  ...  We conducted a systematic paper analysis to explore player and user experiences observed in association with specifc VDs in user studies.  ...  These phenomena occur especially in immersive virtual reality (VR) applications, which we also included in our analyses.  ... 
doi:10.1145/3491102.3501885 fatcat:zmh6rkly2zhqfmbxtpccqgwedq

Para (re)colocar um problema: a militância em questão

André Luis Leite F. Sales, Flávio F. Fontes, Silvio Yasui
2018 Temas em Psicologia  
Even though "militancy" is frequently used in scientifi c literature and in the daily life of parties and social movements, there are few defi nitions of the term.  ...  By distinguishing militancy from activism we wish to re(frame) some problems in the Brazilian scene of political engagement and protest.  ...  Presenting a distinction between activism and militancy does not aim to create a sterile taxonomy with the pretense of objectifying reality.  ... 
doi:10.9788/tp2018.2-02pt fatcat:zuc4htq2onay3jfw5ndivd6sdy

A Survey of Interaction Techniques for Interactive 3D Environments [article]

Jacek Jankowski, Martin Hachet
2012 Eurographics State of the Art Reports  
We hope that this survey can aid both researchers and developers of interactive 3D applications in having a clearer overview of the topic and in particular can be useful for practitioners and researchers  ...  introduction to the topic, the challenges, and an examination of a number of popular approaches.  ...  s [TME * 10] apply the Walking-In-Place technique to the context of desktop Virtual Reality.  ... 
doi:10.2312/conf/eg2013/stars/065-093 fatcat:5ywcacyztrfmjf4jkrpaylkxmq
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