Multimodality in VR: A survey

D Martin, S Malpica, D Gutierrez, B Masia… - ACM Computing …, 2022 - dl.acm.org
Virtual reality (VR) is rapidly growing, with the potential to change the way we create and
consume content. In VR, users integrate multimodal sensory information they receive to …

Measuring presence in virtual environments: A survey

V Souza, A Maciel, L Nedel, R Kopper - ACM Computing Surveys (CSUR …, 2021 - dl.acm.org
The effectiveness of a virtual reality experience is strongly affected by the sense of presence
of the users involved. This article reviews the different definitions of presence and the main …

Design methodology for 360 immersive video applications: the case study of a cultural heritage virtual tour

L Argyriou, D Economou, V Bouki - Personal and Ubiquitous Computing, 2020 - Springer
Three hundred sixty–degree (360°) immersive video applications for Head Mounted Display
(HMD) devices offer great potential in providing engaging forms of experiential media …

Directing for Cinematic Virtual Reality: how the traditional film director's craft applies to immersive environments and notions of presence

J Mateer - Journal of media practice, 2017 - Taylor & Francis
Virtual Reality (VR) has been an area of research for over 40 years yet only recently has it
begun to achieve public acceptance. One key to this has been the development of …

In the blink of an eye: leveraging blink-induced suppression for imperceptible position and orientation redirection in virtual reality

E Langbehn, F Steinicke, M Lappe, GF Welch… - ACM Transactions on …, 2018 - dl.acm.org
Immersive computer-generated environments (aka virtual reality, VR) are limited by the
physical space around them, eg, enabling natural walking in VR is only possible by …

Collaboration in virtual and augmented reality: a systematic overview

C Pidel, P Ackermann - Augmented Reality, Virtual Reality, and Computer …, 2020 - Springer
This paper offers a systematic overview of collaboration in virtual and augmented reality,
including an assessment of advantages and challenges unique to collaborating in these …

Narrative and gaming experience interact to affect presence and cybersickness in virtual reality

S Weech, S Kenny, M Lenizky… - International Journal of …, 2020 - Elsevier
Research has established a link between presence and cybersickness in virtual
environments, but there is significant disagreement regarding the directionality of the …

Guidance in cinematic virtual reality-taxonomy, research status and challenges

S Rothe, D Buschek, H Hußmann - Multimodal Technologies and …, 2019 - mdpi.com
In Cinematic Virtual Reality (CVR), the viewer of an omnidirectional movie can freely choose
the viewing direction when watching a movie. Therefore, traditional techniques in filmmaking …

An “empathy machine” or a “just-for-the-fun-of-it” machine? Effects of immersion in nonfiction 360-video stories on empathy and enjoyment

M Barreda-Ángeles, S Aleix-Guillaume… - … , Behavior, and Social …, 2020 - liebertpub.com
Immersive storytelling is widely considered to have a great potential to foster empathy
toward suffering people, as well as to provide enjoyable experiences able to attract wider …

A survey on optimizing mobile delivery of 360° videos: Edge caching and multicasting

M Mahmoud, S Rizou, AS Panayides… - IEEE …, 2023 - ieeexplore.ieee.org
Recently, there has been an ever-growing demand for virtual reality (VR) and 360° video
applications. Different from conventional 2D videos, 360° videos take users into an …