CAVRN: An exploration and evaluation of a collective audience virtual reality nexus experience

Sebastian Herscher, Connor DeFanti, Nicholas Gregory Vitovitch, Corinne Brenner, Haijun Xia, Kris Layng, Ken Perlin

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Abstract

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.

Original languageEnglish (US)
Title of host publicationUIST 2019 - Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology
PublisherAssociation for Computing Machinery, Inc
Pages1137-1150
Number of pages14
ISBN (Electronic)9781450368162
DOIs
StatePublished - Oct 17 2019
Event32nd Annual ACM Symposium on User Interface Software and Technology, UIST 2019 - New Orleans, United States
Duration: Oct 20 2019Oct 23 2019

Publication series

NameUIST 2019 - Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology

Conference

Conference32nd Annual ACM Symposium on User Interface Software and Technology, UIST 2019
CountryUnited States
CityNew Orleans
Period10/20/1910/23/19

Keywords

  • Multi-user
  • Storytelling
  • User study
  • Virtual audience
  • Virtual reality

ASJC Scopus subject areas

  • Human-Computer Interaction
  • Software

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