Responsive Cinema
Jon Poulter
Virtual Reality gives viewers a full 360-degree view to explore. Some films use quick edits while
others leave the camera in a stagnant position but all of them make you a character within the world
they are depicting. As a character, we expect to have at least some response or control from our
passive viewing. Cognitive Film Theory studies have delved into the nuances of our passive viewing
and found that we are more active and cognizant viewers than previously expected. The formal
elements of attention, “characters, actions, perspective and texture”, direct and mold our viewing. In
TV and movies, viewers are forced to view without control of the frame. But Virtual Reality allows
viewers to frame the world presented to them in a way that is most appealing to them. This study
looks to see if the viewers’ choice of frame can be an insight into their taste and narrative expectations
in hopes of turning their choice of frame into passive interaction.
Abstract
Can Tv/Movie tastes be a possible indicator for
viewer’s gaze while watching Vr pieces, and how
can this passive viewing be turned into
interaction?
Research Question
Experiment 1: Survey
A Google Questionnaire was used to see if there is a distinction between the media usage and
preferences of the participants. The questionnaire comprised of questions on their favorite pieces of
media, recently watched media, and more general questions on preferences. Similarities among
respondents were used to create general categories that multiple participants with similar
motivations and tastes fit into.
Experiment 2: Behavioral Mapping
Participants were filmed and tracked while they watched a selected anthology of VR pieces: Mad
God, Invasion, Walk with the Penguins and Walking Dead VR. Viewers’ look positions were plotted
using a density map at the resolution of the filmed frame. The resulting density maps were then
overlaid on top of the first frame of its respective tracked footage.
Methods
Taste Group Divisions
Taste Group 1
Taste Group 2
Taste Group 3
Taste Group 4
Invasion
Taste Group 1
Taste Group 2
Taste Group 3
Taste Group 4
MadGod
Surprisingly there were similarities among participants within the same taste category. The
main positions of focus for all viewers were consistent with the main narrative actions. But, in the
time between these moments, viewing movement varied. Some participants focused closely to
narrative action, while others strayed to explore the world around them. It is apparent that exogenous
narrative incentives dominate viewing focus but how participants arrive at these moments vary
greatly, even the framing of these moments varies. For example, multiple participants reacted vocally
and physically when approached by onscreen characters, giving them their undivided attention, but
they looked at these characters in unique ways. This illustrates endogenous viewing incentives and
reactions within exogenous viewing inspired moments.
Brief Overview of Findings
Read the full report
More information on findings, analysis, rationale and literature review.
Thank You