ACM Home Page
Please provide us with feedback. Feedback
Using subjective and physiological measures to evaluate audience-participating movie experience
Full text PdfPdf (732 KB)
Source
AVI archive
Proceedings of the working conference on Advanced visual interfaces table of contents
Napoli, Italy
SESSION: Content - focused applications table of contents
Pages 49-56  
Year of Publication: 2008
ISBN:1-978-60558-141-5
Authors
Tao Lin  Waseda University, Shinjuku-ku Tokyo, Japan
Akinobu Maejima  Waseda University, Shinjuku-ku Tokyo, Japan
Shigeo Morishima  Waseda University, Shinjuku-ku Tokyo, Japan
Sponsors
SIGCHI Italy : SIGCHI Italy
SIGCHI : Specialist Interest Group in Computer-Human Interaction of the ACM
SIGMULTIMEDIA: ACM Special Interest Group on Multimedia
Publisher
ACM  New York, NY, USA
Bibliometrics
Downloads (6 Weeks): 18,   Downloads (12 Months): 87,   Citation Count: 0
Additional Information:

abstract   references   index terms   collaborative colleagues  

Tools and Actions: Review this Article  
DOI Bookmark: Use this link to bookmark this Article: http://doi.acm.org/10.1145/1385569.1385580
What is a DOI?

ABSTRACT

In this paper we subjectively and physiologically investigate the effects of the audiences' 3D virtual actor in a movie on their movie experience, using the audience-participating movie DIM as the object of study. In DIM, the photo-realistic 3D virtual actors of audience are constructed by combining current computer graphics (CG) technologies and can act different roles in a pre-rendered CG movie. To facilitate the investigation, we presented three versions of a CG movie to an audience---a Traditional version, its Self-DIM (SDIM) version with the participation of the audience's virtual actor, and its Self-Friend-DIM (SFDIM) version with the co-participation of the audience and his friends' virtual actors. The results show that the participation of audience's 3D virtual actors indeed cause increased subjective sense of presence and engagement, and emotional reaction; moreover, SFDIM performs significantly better than SDIM, due to increased social presence. Interestingly, when watching the three movie versions, subjects experienced not only significantly different galvanic skin response (GSR) changes on average---changing trend over time, and number of fluctuations---but they also experienced phasic GSR increase when watching their own and friends' virtual 3D actors appearing on the movie screen. These results suggest that the participation of the 3D virtual actors in a movie can improve interaction and communication between audience and the movie.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
1
Szilas, N. 2005. The future of interactive drama. Creativity & Cognition Studios Press.
 
2
Mateas, M. and Stern, A. 2003. Facade: An Experiment in Building a Fully-Realized Interactive Drama. In Proceedings of Game Developers Conference 2003.
3
4
 
5
 
6
 
7
Lazzaro, N. 2004. Why we play games: 4 keys to more emotion. In Proceedings of Game Developers Conference 2004.
 
8
Marshall, D. C. and Rossman, D. G. B. 2006. Designing Qualitative Research. Sage Publications.
9
 
10
Andreassi, J. L. 2000. Psychophysiology: Human Behavior and Physiological Response. Lawrence Erlbaum Associates.
 
11
Lombard, M. and Ditton. 1997. T. At the heart of it all: The concept of presence. Journal of Computer-Mediated Communication, 3, 2, 20.
 
12
Biocca, F. 1997. The Cyborg's Dilemma: Progressive Embodiment in Virtual Environments. Journal of Computer-Mediated Communication, 3, 2.
 
13
Kelso, M., Weyhrauch, P. and Bates, J. 1992. Dramatic presence. Presence: Teleoperators & Virtual Environments 2(1).
 
14
Lang, P. J. 1995. The emotion probe. American Psychologist, 50, 5, 372--385.
 
15
Mandryk, R. L., Inkpen, K. M. and Calvert, T. W. 2006. Using psychophysiological techniques to measure user experience with entertainment technologies. Behaviour & Information Technology, 25, 2, 141--158.
 
16
Boucsein, W. 1992. Electrodermal Activity. Plenum Press, New York.
 
17
 
18
Wilson, G. and Sasse, M. A. 2000. Do users always know what's good for them? Utilizing physiological responses to assess media quality. In Proceedings of HCI 2000.
 
19
Wilson, G. M. and Sasse, M. A. 2000. Investigating the Impact of Audio Degradations on Users: Subjective vs. Objective Assessment Methods. In Proceedings of OZCHI 2004.
20
21
 
22
Papillo, J. F. and Shapiro, D. 1990.The cardiovascular system. Cambridge University Press.
 
23
Ravaja, N. 2004. Contributions of Psychophysiology to Media Research: Review and Recommendations. Media Psychology, 6, 2, 193--235.
 
24
Weber, E. J., Van der Molen, M. W. and Molenaar, P. C. 1994. Heart rate and sustained attention during childhood: age changes in anticipatory heart rate, primary bradycardia, and respiratory sinus arrhythmia. Psychophysiology, 31, 2, 164--174.
 
25
 
26
Lang, P. J. 1980. Behavioral treatment and bio-behavioral assessment: Computer applications. In J. B. Sidowski, J. H. Johnson, & T. A. Williams (Eds.), Technology in mental health care delivery systems. Norwood, NJ: Ablex Publishing.
 
27
Vorderer, P., Wirth, W., Saari, T., Gouveia, F. R., Biocca, F., Jäncke, F., Böcking, S., Hartmann, T., Klimmt, C. and Schramm, H. 2003. Constructing Presence: Towards a two-level model of the formation of Spatial Presence. Unpublished report to the European Community, Project Presence: MEC (IST-2001-37661). Hannover, Munich, Helsinki, Porto, Zurich.
 
28
Gatchel, R. J., Gaas, E., King, J. M. and McKinney, M. E. 1977. Effects of arousal level and below-zero habituation training on the spontaneous recovery and dishabituation of the orienting response. Physiological Psychology, 5, 257--260.

Collaborative Colleagues:
Tao Lin: colleagues
Akinobu Maejima: colleagues
Shigeo Morishima: colleagues