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Immersive movies

The effect of point of view on narrative engagement

Bibliographic Data

ID20396263
AuthorsAlberto Cannavò (0000-0002-6884-9268, Politecnico di Torino, corresponding author), Antonio Castiello (Politecnico di Torino), Filippo Gabriele Pratticò (0000-0001-7606-8552, Politecnico di Torino), Tatiana Mazali (0000-0002-2828-694X, Politecnico di Torino), Fabrizio Lamberti (0000-0001-7703-1372, Politecnico di Torino, corresponding author)
Year2024
Volume39
Issue4
Pages1811-1825
Publication date2024-08-01
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueAI & Society (JOURNAL)
Journal identifiersISSN: 0951-5666 • E-ISSN: 1435-5655
PublisherSpringer Science and Business Media LLC (PUBLISHER)
DOI10.1007/s00146-022-01622-9
OpenAlexW4315621677
LanguageEN
Citations received3
References cited38

Cinematic virtual reality (CVR) offers filmmakers a wide range of possibilities to explore new techniques regarding movie scripting, shooting and editing. Despite the many experiments performed so far both with both live action and computer-generated movies, just a few studies focused on analyzing how the various techniques actually affect the viewers’ experience. Like in traditional cinema, a key step for CVR screenwriters and directors is to choose from which perspective the viewers will see the scene, the so-called point of view (POV). The aim of this paper is to understand to what extent watching an immersive movie from a specific POV could impact the narrative engagement (NE), i.e., the viewers’ sensation of being immersed in the movie environment and being connected with its characters and story. Two POVs that are typically used in CVR, i.e., first-person perspective (1-PP) and external perspective (EP), are investigated through a user study in which both objective and subjective metrics were collected. The user study was carried out by leveraging two live action 360° short films with distinct scripts. The results suggest that the 1-PP experience could be more pleasant than the EP one in terms of overall NE and narrative presence, or even for all the NE dimensions if the potential of that POV is specifically exploited

Aesthetics · Art · Human–computer interaction · Literature · Movie theater · Multimedia · Narrative · Performing arts · Scripting language · Visual arts · Cinema and Media Studies · Communication · Computer Science · Media Influence and Health · Psychology · Virtual Reality Applications and Impacts

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Unique citing works3
Citations per year3
Citation span2025 - 2026 (2)
Citation velocitycurrent
Highly citedNo
Citation typesNeutral: 2

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