TY - GEN
T1 - CAVRN
T2 - 32nd Annual ACM Symposium on User Interface Software and Technology, UIST 2019
AU - Herscher, Sebastian
AU - DeFanti, Connor
AU - Vitovitch, Nicholas Gregory
AU - Brenner, Corinne
AU - Xia, Haijun
AU - Layng, Kris
AU - Perlin, Ken
N1 - Publisher Copyright:
© 2019 Copyright held by the owner/author(s).
PY - 2019/10/17
Y1 - 2019/10/17
N2 - The virtual reality ecosystem has gained momentum in the gaming, entertainment, and enterprise markets, but is hampered by limitations in concurrent user count, throughput, and accessibility to mass audiences. Based on our analysis of the current state of the virtual reality ecosystem and relevant aspects of traditional media, we propose a set of design hypotheses for practical and effective seated virtual reality experiences of scale. Said hypotheses manifest in the Collective Audience Virtual Reality Nexus (CAVRN), a framework and management system for large-scale (30+ user) virtual reality deployment in a theater-like physical setting. A mixed methodology study of CAVE, an experience implemented using CAVRN, generated rich insights into the proposed hypothe-ses. We discuss the implications of our findings on content design, audience representation, and audience interaction.
AB - The virtual reality ecosystem has gained momentum in the gaming, entertainment, and enterprise markets, but is hampered by limitations in concurrent user count, throughput, and accessibility to mass audiences. Based on our analysis of the current state of the virtual reality ecosystem and relevant aspects of traditional media, we propose a set of design hypotheses for practical and effective seated virtual reality experiences of scale. Said hypotheses manifest in the Collective Audience Virtual Reality Nexus (CAVRN), a framework and management system for large-scale (30+ user) virtual reality deployment in a theater-like physical setting. A mixed methodology study of CAVE, an experience implemented using CAVRN, generated rich insights into the proposed hypothe-ses. We discuss the implications of our findings on content design, audience representation, and audience interaction.
KW - Multi-user
KW - Storytelling
KW - User study
KW - Virtual audience
KW - Virtual reality
UR - http://www.scopus.com/inward/record.url?scp=85074852602&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85074852602&partnerID=8YFLogxK
U2 - 10.1145/3332165.3347929
DO - 10.1145/3332165.3347929
M3 - Conference contribution
T3 - UIST 2019 - Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology
SP - 1137
EP - 1150
BT - UIST 2019 - Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology
PB - Association for Computing Machinery, Inc
Y2 - 20 October 2019 through 23 October 2019
ER -