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@article{1768218, author = {Škola, Filip and Rizvic, Selma and Cozza, Marco and Barbieri, Loris and Bruno, Fabio and Skarlatos, Dimitrios and Liarokapis, Fotis}, article_location = {Švýcarsko}, article_number = {20}, doi = {http://dx.doi.org/10.3390/s20205851}, keywords = {EEG; virtual reality; 360-video storytelling; cultural heritage; presence; immersion}, language = {eng}, issn = {1424-8220}, journal = {Sensors}, title = {Virtual Reality with 360-Video Storytelling in Cultural Heritage: Study of Presence, Engagement, and Immersion}, url = {https://doi.org/10.3390/s20205851}, volume = {20}, year = {2020} }
TY - JOUR ID - 1768218 AU - Škola, Filip - Rizvic, Selma - Cozza, Marco - Barbieri, Loris - Bruno, Fabio - Skarlatos, Dimitrios - Liarokapis, Fotis PY - 2020 TI - Virtual Reality with 360-Video Storytelling in Cultural Heritage: Study of Presence, Engagement, and Immersion JF - Sensors VL - 20 IS - 20 SP - 1-17 EP - 1-17 PB - MDPI SN - 14248220 KW - EEG KW - virtual reality KW - 360-video storytelling KW - cultural heritage KW - presence KW - immersion UR - https://doi.org/10.3390/s20205851 N2 - 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. ER -
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. \textit{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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