Rethinking Defaults: Examining the Effects of Default Camera Height and Angle on Embodied Presence in Cinematic Virtual Reality

Zhiyuan Yu, Cheng-Hung Lo*, Ganlin Yang, Hai Ning Liang

*Corresponding author for this work

Research output: Chapter in Book or Report/Conference proceedingConference Proceedingpeer-review

Abstract

This study investigates the avatar-less embodiment experienced by viewers in cinematic virtual reality (CVR), with a focus on comparing grounded and aerial camera perspectives. We conducted an experiment using a between-subjects design with 63 participants across nine viewing scenarios in a virtual Hogwarts environment. The scenarios systematically manipulated camera height (Grounded or Aerial) and angle (High, Eye level, Low). Participants completed adapted questionnaires measuring embodiment and discomfort. Our analysis reveals pronounced effects of camera positioning on embodiment, with aerial heights eliciting higher embodiment than grounded positions across angles. Low aerial angles further enhanced embodied sensation. Interestingly, adding virtual grounding elements at aerial heights balanced increased stability with slightly reduced embodiment. These empirical findings provide insights to help CVR practitioners optimize default camera settings for crafting appropriately immersive, comfortable VR narrative experiences aligned to specific narrative goals.
Original languageEnglish
Title of host publicationCross-Cultural Design. HCII 2024. Lecture Notes in Computer Science, vol 14702. Springer, Cham.
Pages86-96
Publication statusPublished - 20 Feb 2024

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