ŠKOLA, Filip, Selma RIZVIC, Marco COZZA, Loris BARBIERI, Fabio BRUNO, Dimitrios SKARLATOS and Fotis LIAROKAPIS. Virtual Reality with 360-Video Storytelling in Cultural Heritage: Study of Presence, Engagement, and Immersion. Sensors. Švýcarsko: MDPI, 2020, vol. 20, No 20, p. 1-17. ISSN 1424-8220. Available from: https://dx.doi.org/10.3390/s20205851.
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Basic information
Original name Virtual Reality with 360-Video Storytelling in Cultural Heritage: Study of Presence, Engagement, and Immersion
Authors ŠKOLA, Filip (203 Czech Republic, guarantor, belonging to the institution), Selma RIZVIC, Marco COZZA, Loris BARBIERI, Fabio BRUNO, Dimitrios SKARLATOS and Fotis LIAROKAPIS.
Edition Sensors, Švýcarsko, MDPI, 2020, 1424-8220.
Other information
Original language English
Type of outcome Article in a journal
Field of Study 10201 Computer sciences, information science, bioinformatics
Country of publisher Switzerland
Confidentiality degree is not subject to a state or trade secret
WWW URL
Impact factor Impact factor: 3.576
RIV identification code RIV/00216224:14330/20:00118579
Organization unit Faculty of Informatics
Doi http://dx.doi.org/10.3390/s20205851
UT WoS 000585562900001
Keywords in English EEG; virtual reality; 360-video storytelling; cultural heritage; presence; immersion
Tags International impact, Reviewed
Changed by Changed by: RNDr. Pavel Šmerk, Ph.D., učo 3880. Changed: 5/11/2021 14:59.
Abstract
This paper presents a combined subjective and objective evaluation of an application mixing interactive virtual reality (VR) experience with 360 degrees storytelling. The hypothesis that the modern immersive archaeological VR application presenting cultural heritage from a submerged site would sustain high levels of presence, immersion, and general engagement was leveraged in the investigation of the user experience with both the subjective (questionnaires) and the objective (neurophysiological recording of the brain signals using electroencephalography (EEG)) evaluation methods. Participants rated the VR experience positively in the questionnaire scales for presence, immersion, and subjective judgement. High positive rating concerned also the psychological states linked to the experience (engagement, emotions, and the state of flow), and the experience was mostly free from difficulties linked to the accustomization to the VR technology (technology adoption to the head-mounted display and controllers, VR sickness). EEG results are in line with past studies examining brain responses to virtual experiences, while new results in the beta band suggest that EEG is a viable tool for future studies of presence and immersion in VR.
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