Immersive movies: the effect of point of view on narrative engagement
AI & SOCIETY
https://doi.org/10.1007/s00146-022-01622-9
OPEN FORUM
Immersive movies: the effect of point of view on narrative
engagement
Alberto Cannavò1 · Antonio Castiello1 · F. Gabriele Pratticò1 · Tatiana Mazali2
· Fabrizio Lamberti1
Received: 28 July 2022 / Accepted: 21 December 2022
© The Author(s) 2023
Abstract
Cinematic virtual reality (CVR) offers filmmakers a wide range of possibilities to explore new techniques regarding movie
scripting, shooting and editing. Despite the many experiments performed so far both with both live action and computergenerated movies, just a few studies focused on analyzing how the various techniques actually affect the viewers’ experience.
Like in traditional cinema, a key step for CVR screenwriters and directors is to choose from which perspective the viewers
will see the scene, the so-called point of view (POV). The aim of this paper is to understand to what extent watching an
immersive movie from a specific POV could impact the narrative engagement (NE), i.e., the viewers’ sensation of being
immersed in the movie environment and being connected with its characters and story. Two POVs that are typically used in
CVR, i.e., first-person perspective (1-PP) and external perspective (EP), are investigated through a user study in which both
objective and subjective metrics were collected. The user study was carried out by leveraging two live action 360° short
films with distinct scripts. The results suggest that the 1-PP experience could be more pleasant than the EP one in terms of
overall NE and narrative presence, or even for all the NE dimensions if the potential of that POV is specifically exploited.
Keywords Omnidirectional · 360° · Immersive videos · Cinematic VR · First-person perspective · External perspective ·
User study
1 Introduction
The release of an ever-growing number of commercial headmounted displays (HMDs) like the Oculus Quest 2 and the
HTC Vive Pro, together with the development of solutions
* Alberto Cannavò
* Fabrizio Lamberti
Antonio Castiello
F. Gabriele Pratticò
Tatiana Mazali
1
Politecnico di Torino, Dipartimento di Automatica e
Informatica, Corso Duca Degli Abruzzi 24, 10129 Turin,
Italy
2
Politecnico di Torino, Dipartimento Interateneo di Scienze,
Progetto e Politiche del Territorio, Viale Pier Andrea
Mattioli, 39, 10125 Turin, Italy
enabling affordable virtual experiences like the Google
Cardboard, is promoting the interest in VR for home entertainment (Moghadam and Ragan 2017). The popularity of
this medium has stimulated the growth of new interactive
narratives for entertainment purposes (Stebbins and Ragan
2019). More and more immersive cinematic experiences are
produced by VR companies (like, e.g., Baobab Studios1 and
Immersive Studios2) as short stories or movies, opening new
opportunities to experiment with alternative approaches to
storytelling and user interaction within the developed experiences (Stebbins and Ragan 2019).
Immersive movies started to be produced in Computer
Graphics by making use of animation suites (such as Blender
and Maya) or game engines (like Unity or Unreal Engine),
and as live actions, i.e., as recordings of real-world scenes
captured with 360° cameras like the GoPro Max or the
Samsung Gear 360. However, there is a lack in the research
literature and among practitioners for what it concerns the
experience and/or the expectation of the users when they
watch immersive movies (Marañes et al. 2020).
1
2
Baobab Studios: https://www.baobabstudios.com/.
Immersive Studios: https://weareimmersive.co.uk/.
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AI & SOCIETY
Differently than with traditional movies in which a wellestablished cinematographic language was developed over
a century of continuous developments, the production of
immersive movies is still undergoing an initial phase made
up of experimentations (Marañes et al. 2020). For this reason, both researchers and content creators are still working on developing a new narrative language that is able to
improve the effectiveness of the VR medium to leverage
its full potential (Marañes et al. 2020; Stebbins and Ragan
2019; Sitzmann 2018; Xue et al. 2021).
Among the various research directions to be explored
in this context, the point of view (POV) is becoming of
paramount importance, since it represents the perspective
from which the viewers perceive the story, and it can affect
what they actually experience (in terms of both images and
sounds). In traditional cinema, the director is in charge of
defining the scenes’ POV by choosing the positions of the
camera during the shots (Marañes et al. 2020). However,
in VR, the cameras are controlled/worn by the viewers,
who can freely decide where to look in the 360° scene. As
a result, the viewers may not look in the direction where the
main narrative actions are taking place.
According to the taxonomy reported in (Ruscella and
Obeid 2021), it is possible to identify two main POVs in
CVR, which the authors refer to as two levels of embodiment, i.e., the perceived distance between the viewer (the
VR user, in this case), and the experience. The first level,
in this paper referred to as external perspective, or EP in
short, refers to a sort of detached view, in which the viewer
observes the scene from a disembodied POV. The viewer
feels as part of the experience, but he or she is like an external observer of the actions happening in the environment. In
this case, the camera is settled in the position that the director considers the best one for watching the movie, and it is
allowed to make some smooth movements (like in traditional
movies). An example of the EP view setup is provided by
the movie “Help”.3 The second level of embodiment offered
by immersive movies relies on a first-person view of the
scene (in the following referred to as 1-PP, or first-person
perspective). In this case, the viewer observes the scene from
a diegetic element of the environment, i.e., a character or an
object of the story. To record live actions with this level of
embodiment, cameras are worn by the actors at eye level or
are mounted onto an object in the scene. Examples of using
the 1-PP are, e.g., the movies “The party—A virtual experience of autism”4 and “Car crash experience in VR”.5
Despite the numerous examples of immersive movies exploiting these POVs (in some cases also combined),
3
4
5
Help: https://bit.ly/3BsFjDa.
The party: http://youtu.be/OtwOz1GVkDg.
Car crash experience in VR: http://youtu.be/aBiNNgfB7jI.
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evidence or studies that show how the POV can affect the
viewers’ experience in CVR are still scarce. This paper tries
to take some steps forward in this direction by focusing, in
particular, on the impact on narrative engagement (NE).
In (Busselle and Bilandzic 2009), the NE is described
as the consequence of a mental representation, the mental
model, of the story created by the viewers, who are completely posing their attentional focus on the story itself.
According to (Busselle and Bilandzic (...truncated)