Using subjective and physiological measures to evaluate audience-participating movie experience

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.

[1]  Catherine C. Marshall,et al.  Designing Qualitative Research , 1996 .

[2]  Jonathan Freeman,et al.  A Cross-Media Presence Questionnaire: The ITC-Sense of Presence Inventory , 2001, Presence: Teleoperators & Virtual Environments.

[3]  N. Ravaja Contributions of Psychophysiology to Media Research: Review and Recommendations , 2004 .

[4]  P C Molenaar,et al.  Heart rate and sustained attention during childhood: age changes in anticipatory heart rate, primary bradycardia, and respiratory sinus arrhythmia. , 1994, Psychophysiology.

[5]  Penelope M. Sanderson,et al.  Exploratory sequential data analysis: exploring continuous observational data , 1996, INTR.

[6]  Nicolas Szilas,et al.  The future of interactive drama , 2005 .

[7]  Nicola Fox,et al.  Cardiovascular system. , 2007, Nursing Standard.

[8]  James M. King,et al.  Effects of arousal level and below-zero habituation training on the spontaneous recovery and dishabituation of the orienting response , 1977 .

[9]  Frank Biocca,et al.  The Cyborg's Dilemma: Progressive Embodiment in Virtual Environments , 2006, J. Comput. Mediat. Commun..

[10]  J. Andreassi Psychophysiology: Human Behavior and Physiological Response , 1980 .

[11]  M. Angela Sasse,et al.  Do Users Always Know What's Good For Them? Utilising Physiological Responses to Assess Media Quality , 2000, BCS HCI.

[12]  Gm Wilson,et al.  Investigating the impact of audio degradations on users: subjective vs objective assessment methods , 2000 .

[13]  P. Lang The emotion probe. Studies of motivation and attention. , 1995, The American psychologist.

[14]  N. Simionescu,et al.  The Cardiovascular System , 1983 .

[15]  Andrew Stern,et al.  Façade: An Experiment in Building a Fully-Realized Interactive Drama , 2003 .

[16]  Michael Meehan,et al.  Physiological measures of presence in stressful virtual environments , 2002, SIGGRAPH.

[17]  Mark Blythe,et al.  Funology:From Usability to Enjoyment , 2003 .

[18]  Shigeo Morishima,et al.  Future Cast System , 2005, SIGGRAPH '05.

[19]  Randy J. Pagulayan,et al.  User-centered design in games , 2012 .

[20]  Matthew Lombard,et al.  At the Heart of It All: The Concept of Presence , 2006 .

[21]  T. A. Williams,et al.  Technology in mental health care delivery systems , 1980 .

[22]  Joseph Bates,et al.  Dramatic Presence , 1993, Presence: Teleoperators & Virtual Environments.

[23]  Regan L. Mandryk,et al.  A continuous and objective evaluation of emotional experience with interactive play environments , 2006, CHI.

[24]  Robert D. Ward,et al.  Physiological responses to different WEB page designs , 2003, Int. J. Hum. Comput. Stud..

[25]  Regan L. Mandryk,et al.  Using psychophysiological techniques to measure user experience with entertainment technologies , 2006, Behav. Inf. Technol..

[26]  P. Lang Behavioral treatment and bio-behavioral assessment: computer applications , 1980 .

[27]  Marc Cavazza,et al.  Interacting with virtual characters in interactive storytelling , 2002, AAMAS '02.