In VR's "360-degree movie", it is like this when analyzing whether viewers are really looking at all directions of 360 degrees
YouTube supports 360 ° moviesVR contents that can look around all right and left, etc. are becoming common, but in order to solve the question "Is the viewer of VR content overlooking all 360 degrees of view?", VR contents Analysis company "Vrtigo"Analyzes 10 million video views, and figures out which data the viewers are actually watching.
Do People View All 360 °?
Where viewers are watching in 3D space is "Yaw,pitch,rollThe value is indicated. The most important is "Pitch (Y axis)" showing up and down motion of the viewer's view and "Yaw (X axis)" showing left and right.
Vrtigo measured which viewer the viewer is looking at to see if the viewer is using all 360 degree viewing angles. In the following figure, the left side shows the field of view of the X axis, "0 degrees" is true front, "90 degrees" is right, "270 degrees" is left and "180 degrees" is just behind. The right side shows the Y axis, "0 degree" is directly in front, "90 degrees" is directly above, "270 degrees" is directly below, "180 degrees" is directly behind.
Analyzing the video view 10 million times, it turned out that most viewers tended not to deviate from the center along the X axis. In other words, in the world of virtual reality where 360 degrees can be overlooked, although viewers often shake their faces to the left and right, it means that attention is not drawn up and down. Vrtigo was surprised at the result that "there were few people who turned right behind (180 degrees)". 50% of the viewers did not move the field of view more than 165 degrees on the Y axis, it seems that only the 96 th percentile had experienced without seeing the 360 degree field of view.
Vrtigo analyzes why most viewers are looking forward, without looking behind the scenes, and analyzing that the creator 's way of making videos is the cause. Most 360 degree video was made to focus on 0 degree on the Y axis, but in order to obtain popularity of 360 degree content further from now on, use audio cues and visual cues effectively So, it is expected that the direction the viewer sees will approach 360 degrees.
◆ Classifying the direction the viewer is looking at for each category makes this
Vrtigo's survey found that there is a trend in the direction the viewer sees for each category or genre of content. The following is the X axis graph of each category, you can see that in the category of "Science & Technology" and "Travel", the degree of moving the face left and right is larger than the other categories. This is thought to be because viewers scrupulously explore the surrounding scenery because science and travel have few transitions of scenes.
The following is a Y-axis graph of viewers classified by category. In categories such as "animation" "music" and "movie trailer" where there are many transitions of the scene, you can see that the field of view is concentrated in the forward direction. Also, as with the trend of the X axis, categories such as "Science & Technology" "Travel" seem to have more opportunities to turn their eyes on the top and bottom.
In other words, users of most 360-degree contents will not be able to fully enjoy the field of view extending "360 degrees" in the front and back, left and right. However, as many users had experienced a field of view up to 165 degrees, it is also true that they provide a viewing experience that is impossible with traditional video content. Although it is a difficult task to guide a user while incorporating a story in a 360 degree field of view, the creator of a 360 degree movie creates a video with reference to the analysis data like this time, 360 degrees media can mature There is also the possibility that new content full of immersive impression will appear.
in Note, Posted by darkhorse_log