dc.contributor.author | Lyk, PB | |
dc.contributor.author | Majgaard, G | |
dc.contributor.author | Vallentin-Holbech, L | |
dc.contributor.author | Guldager, JD | |
dc.contributor.author | Dietrich, T | |
dc.contributor.author | Rundle-Thiele, S | |
dc.contributor.author | Stock, C | |
dc.date.accessioned | 2021-02-04T22:40:45Z | |
dc.date.available | 2021-02-04T22:40:45Z | |
dc.date.issued | 2020 | |
dc.identifier.isbn | 9781912764716 | |
dc.identifier.issn | 2049-0992 | |
dc.identifier.uri | http://hdl.handle.net/10072/401696 | |
dc.description.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. | |
dc.publisher | Academic Conferences and Publishing Internatinal | |
dc.publisher.uri | https://www.academic-conferences.org/conferences/ecgbl/ | |
dc.relation.ispartofconferencetitle | Proceedings of the 14th International Conference on Game Based Learning (ECGBL 2020) | |
dc.relation.ispartofdatefrom | 2020-09-24 | |
dc.relation.ispartofdateto | 2020-09-25 | |
dc.relation.ispartoflocation | Brighton, United Kingdom | |
dc.relation.ispartofpagefrom | 711 | |
dc.relation.ispartofpageto | 720 | |
dc.relation.ispartofseries | 15th European Conference on Games Based Learning (ECGBL 2020) | |
dc.subject.fieldofresearch | Marketing | |
dc.subject.fieldofresearchcode | 3506 | |
dc.title | Creating a more immersive and "vR-like-360-degree video experience- development of an immersive and interactive alcohol resistance training tool | |
dc.type | Conference output | |
dc.type.description | E2 - Conferences (Non Refereed) | |
dcterms.bibliographicCitation | Lyk, PB; Majgaard, G; Vallentin-Holbech, L; Guldager, JD; Dietrich, T; Rundle-Thiele, S; Stock, C, Creating a more immersive and "vR-like-360-degree video experience- development of an immersive and interactive alcohol resistance training tool, Proceedings of the 14th International Conference on Game Based Learning (ECGBL 2020), 2020, pp. 711-720 | |
dc.date.updated | 2021-02-04T22:34:00Z | |
dc.description.version | Version of Record (VoR) | |
gro.rights.copyright | © The Author(s) 2020. The attached file is reproduced here in accordance with the copyright policy of the publisher. For information about this conference please refer to the conference’s website or contact the author(s). | |
gro.hasfulltext | Full Text | |
gro.griffith.author | Dietrich, Timo H. | |
gro.griffith.author | Rundle-Thiele, Sharyn | |