論文アブストラクト： This study used both quantitative and qualitative data to assess whether a High Immersion viewing platform (virtual reality headset) elicits stronger feelings of narrative engagement and empathy compared to a Low Immersion platform (smartphone) when viewing an animated 360° video. In line with prior research, participants (N = 65) reported greater feelings of presence in the High Immersion condition compared to Low Immersion. However, immersive condition was not significantly related to narrative engagement or empathy. Interview responses revealed that participants' perceptions of their role in the film experience (i.e., Character, Observer, or Other/Not Sure) varied and were significantly related to narrative engagement. Participants who saw themselves as a Character (versus Observer) reported higher narrative engagement and empathy. Findings suggest that although a more immersive viewing platform can enhance presence during a 360° video experience, a clear understanding of viewer role is both difficult to achieve and critical to story comprehension and empathy.
論文アブストラクト： On live streams, viewers can support streamers through various methods ranging from well-wishing text messages to money. In this study (N=230) we surveyed viewers who had given money to a streamer. We identified six motivations for why they gave money to their favorite live streamer. We then examined how factors related to viewer, streamer, and viewer-streamer interaction were associated with three forms of social support provision: emotional, instrumental, and financial support. Our main findings are: parasocial relationship was consistently correlated with all three types of social support, while social presence was only related with instrumental and financial support; interpersonal attractiveness was associated with emotional and instrumental support and lonely people were more likely to give instrumental support. Our focus on various types of social support in a live streaming masspersonal platform adds a more detailed understanding to the existing literature of mediated social support. Furthermore, it suggests potential directions for designing more supportive and interactive live streaming platforms.
論文アブストラクト： This paper examines the sense of presence, attitude change, perspective-taking, and usability of a split-sphere, first-person perspective 360 degree video about gender inequality, in which people can choose to watch the narrative from the male or female character's perspective. Sixty-seven participants were randomly assigned to watch (1) the video in 360 degree split-view in a head-mounted display, (2) the same film as 180 degree in a HMD, or (3) a flat control version of the video on a laptop. The 360 degree split-sphere increased the viewers' feeling of personal responsibility for resolving gender inequality, desire to rewatch the video, fear of missing out, and feeling of missing the full story. The 180 degree video created the strongest sense of presence, embodiment, and understanding of the character. However, people with greater egocentric projection onto the male character felt less responsible for resolving gender inequality, particularly in the 360 degree split-view.
論文アブストラクト： This paper discusses the effects of multiple viewpoint videos for metacognition of experiences. We present a system for recording multiple users' collaborative experiences by wearable and environmental sensors, and another system for viewing multiple viewpoint videos automatically identified and extracted to associate to individual users. We designed an experiment to compare the metacognition of one's own experience between those based on memory and those supported by video viewing. The experimental results show that metacognitive descriptions related to one's own mind, such as feelings and preferences, are possible regardless whether a person is viewing videos, but such episodic descriptions as the content of someone's utterance and what s/he felt associated with it are strongly promoted by video viewing. We conducted another experiment where the same participants did identical metacognitive description tasks about half a year after the previous experiment. Through the experiments, we found the first-person view video is mostly used for confirming the episodic facts immediately after the experience, whereas after half a year, even one's own experience is often felt like the experiences of others therefore the videos capturing themselves from the conversation partners and environment become important for thinking back to the situations where they were placed.