Camera Heights in Cinematic Virtual Reality: How Viewers Perceive Mismatches Between Camera and Eye Height. Rothe, S., Kegeles, B., & Hussmann, H. In Proceedings of the 2019 ACM International Conference on Interactive Experiences for TV and Online Video, of TVX '19, pages 25–34, New York, NY, USA, 2019. ACM. 00000
Camera Heights in Cinematic Virtual Reality: How Viewers Perceive Mismatches Between Camera and Eye Height [link]Paper  doi  abstract   bibtex   
When watching a 360° movie with Head Mounted Displays (HMD) the viewer feels to be inside the movie and can experience it in an immersive way. The head of the viewer is exactly in the same place as the camera was when the scene was recorded. In traditional movies, the viewer is watching the movie from outside and a distance between eye height and camera height does not create a problem. However, viewing a movie from the perspective of the camera by HMDs can raise some challenges, e.g. heights of well-known objects can irritate the viewer in the case the camera height does not correspond to the physical eye height. The aim of this work is to study how the position of the camera influences presence, sickness and the user experience of the viewer. We have considered several watching postures as well as various eye heights. The results of our experiments suggest that differences between camera and eye heights are more accepted if the camera position is lower than the own body height. Additionally, sitting postures are preferred and can be adapted easier than standing postures. These results can be applied to improve guidelines for 360° filmmakers.
@inproceedings{rothe_camera_2019,
	address = {New York, NY, USA},
	series = {{TVX} '19},
	title = {Camera {Heights} in {Cinematic} {Virtual} {Reality}: {How} {Viewers} {Perceive} {Mismatches} {Between} {Camera} and {Eye} {Height}},
	isbn = {978-1-4503-6017-3},
	shorttitle = {Camera {Heights} in {Cinematic} {Virtual} {Reality}},
	url = {http://doi.acm.org/10.1145/3317697.3323362},
	doi = {10.1145/3317697.3323362},
	abstract = {When watching a 360° movie with Head Mounted Displays (HMD) the viewer feels to be inside the movie and can experience it in an immersive way. The head of the viewer is exactly in the same place as the camera was when the scene was recorded. In traditional movies, the viewer is watching the movie from outside and a distance between eye height and camera height does not create a problem. However, viewing a movie from the perspective of the camera by HMDs can raise some challenges, e.g. heights of well-known objects can irritate the viewer in the case the camera height does not correspond to the physical eye height. The aim of this work is to study how the position of the camera influences presence, sickness and the user experience of the viewer. We have considered several watching postures as well as various eye heights. The results of our experiments suggest that differences between camera and eye heights are more accepted if the camera position is lower than the own body height. Additionally, sitting postures are preferred and can be adapted easier than standing postures. These results can be applied to improve guidelines for 360° filmmakers.},
	urldate = {2019-06-14},
	booktitle = {Proceedings of the 2019 {ACM} {International} {Conference} on {Interactive} {Experiences} for {TV} and {Online} {Video}},
	publisher = {ACM},
	author = {Rothe, Sylvia and Kegeles, Boris and Hussmann, Heinrich},
	year = {2019},
	note = {00000},
	pages = {25--34}
}

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