A model for evaluating realism, interactivity and the feeling of presence in virtual reality: scientific diffusion in 360-degree videos on YouTube

Authors

DOI:

https://doi.org/10.33448/rsd-v11i2.24850

Keywords:

Virtual reality; Realism; Interactivity; Feeling of presence; Scientific diffusion.

Abstract

Virtual reality (VR) is recognized as a technology with great immersive capacity, that is, it makes the viewer feel as if they are experiencing everything first-hand. Through the literature, it was possible to observe that immersion in VR is directly linked to how realism, interactivity and the feeling of presence are constructed. Based on the specific characteristics of each of these three elements, an analysis card was created to verify how 360-degree videos work with those items. To test this card, in a second moment, scientific diffusion videos made in 360º, which are in Portuguese and available on YouTube, were analyzed in the study case. The choice for scientific diffusion was due to the fact that, according to the literature, it needs to find new and more creative ways of approaching the public, and VR, because of its immersive nature, shows great potential in this regard. In the analysis it was observed that there is no uniformity in the way in which realism, interactivity and the sense of presence are worked in the selected videos.

References

Allcoat, D., & Mühlenen, A. von. (2018). Learning in virtual reality: Effects on performance, emotion and engagement. Research in Learning Technology, 26, 13.

Baños, R. M., Botella, C., Alcañiz, M., Liaño, V., Guerrero, B., & Rey, B. (2005). Immersion and emotion: Their impact on the sense of presence. Cyberpsychology & Behavior, 7(6), 734–741.

Broeck, M. V. den, Kawsar, F., & Schöning, J. (2017). It’s All Around You: Exploring 360o Video Viewing Experiences on Mobile Devices. Proceedings of the 25th ACM International Conference on Multimedia, 762–768.

Bueno, W. (1998). Jornalismo científico: Resgate de uma trajetória. Comunicação & Sociedade, 0(30), 209–220.

Bueno, W. C. (2010). Comunicação científica e divulgação científica: Aproximações e rupturas conceituais. Informação & Informação, 15(1esp), 1–12.

Burkett, W. (1990). Jornalismo científico: Como escrever sobre ciência, medicina e alta tecnologia para os meios de comunicação. Forense Universitária.

Candotti, E. (2002). Ciência na educação popular. In L. Massarani, I. de castro Moreira, & F. Brito (Orgs.), Ciência e público: Caminhos da divulgação científica no Brasil (p. 15–24). Casa da Ciência – Centro Cultural de Ciência e Tecnologia da Universidade Federal do Rio de Janeiro.

Capozoli, U. (2002). A divulgação científica e o pulo do gato. In L. Massarani, I. de castro Moreira, & F. Brito (Orgs.), Ciência e público: Caminhos da divulgação científica no Brasil (p. 121–132). Casa da Ciência – Centro Cultural de Ciência e Tecnologia da Universidade Federal do Rio de Janeiro.

Christou, C., & Parker, A. (1995). Visual realism and virtual reality: A psychological perspective. In K. Carr & R. England (Orgs.), Simulated and Virtual Realities—Elements of perception (p. 53–85). Taylor&Francis.

Comber, T. B., Pereira, L. G., & da Silva, F. F. (2018). Narrativas em 360 Graus de Realidade Virtual no The New York Times e no El País: Jornalismo Imersivo e Distribuição Multiplataformas. Revista Temática, 14(2), 161–176.

Cordeiro, W. R., & Costa, L. (2016). Jornalismo imersivo: Perspectivas para os novos formatos. Leituras do Jornalismo, 2(6), 99–116.

Dieb, D., & Peschanski, J. A. (2017). Jornalismo Científico: Prática e Revisão de Literatura. 13. https://portalintercom.org.br/anais/nacional2017/resumos/R12-1217-1.pdf

Domínguez, E. (2017). Going Beyond the Classic News Narrative Convention: The Background to and Challenges of Immersion in Journalism. Frontiers in Digital Humanities, 4(10), 11.

Doyle, P., Gelman, M., & Gill, S. (2016). VIEWING THE FUTURE? VIRTUAL REALITY IN JOURNALISM (p. 30). Knight Foundation. https://knightfoundation.org/wp-content/uploads/2019/06/VR_report_web.pdf

Ebohon, G., & Peschanski, J. A. (2017). Neuromatemática Representada: A imagem na difusão científica. 14. https://portalintercom.org.br/anais/nacional2017/resumos/R12-1220-1.pdf

Elmezeny, A., Edenhofer, N., & Wimmer, J. (2018). Immersive Storytelling in 360-Degree Videos: An Analysis of Interplay Between Narrative and Technical Immersion. Journal For Virtual Worlds Research, 11(1), 13.

Filter, E., Eckes, A., Fiebelkorn, F., & Büssing, A. G. (2020). Virtual Reality Nature Experiences Involving Wolves on YouTube: Presence, Emotions, and Attitudes in Immersive and Nonimmersive Settings. Sustainability, 12(9), 22.

Foletto, J. P. F., & Souza, M. D. (2019). Jornalismo imersivo ambiental: Estudo de vídeos em 360° do National Geographic. Disciplinarum Scientia | Ciências Humanas, 21(1), 233–246.

Fox, J., Arena, D., & Bailenson, J. N. (2009). Virtual reality: A survival guide for the social scientist. Journal of Media Psychology: Theories, Methods, and Applications, 21(3), 95–113.

Gonçalves, M. (2012). Contribuição das mídias sociais digitais na divulgação científica. In L. V. R. Pinheiro & E. da C. P. de Oliveira (Orgs.), Múltiplas facetas da comunicação e divulgação científicas: Transformações em cinco séculos (p. 168–185). IBICT. https://livroaberto.ibict.br/bitstream/1/711/1/M%C3%BAltiplas%20facetas%20da%20comunica%C3%A7%C3%A3o%20e%20divulga%C3%A7%C3%A3o%20cient%C3%ADficas.pdf

Gonçalves, M. (2010). O Jornalismo Científico Brasileiro Diante da Nova Ordem Mundial Digital. 12. http://www.intercom.org.br/papers/nacionais/2010/resumos/R5-2670-1.pdf

Gorini, A., Capideville, C. S., De Leo, G., Mantovani, F., & Riva, G. (2010). The Role of Immersion and Narrative in Mediated Presence: The Virtual Hospital Experience. Cyberpsychology, Behavior, and Social Networking, 14(3), 99–105.

Hardee, G. M. (2016). Immersive Journalism in VR: Four Theoretical Domains for Researching a Narrative Design Framework. In S. Lackey & R. Shumaker (Orgs.), Virtual, Augmented and Mixed Reality (p. 679–690). Springer International Publishing.

Heeter, C. (1992). Being There: The Subjective Experience of Presence. Presence: Teleoperators and Virtual Environments, 1(2), 262–271.

Jones, S. (2017). Disrupting the narrative: Immersive journalism in virtual reality. Journal of Media Practice, 18(2), 171–185.

Jun, H., Miller, M., Herrera, F., Reeves, B., & Bailenson, J. (2020). Stimulus Sampling with 360-Videos: Examining Head Movements, Arousal, Presence, Simulator Sickness, and Preference on a Large Sample of Participants and Videos. IEEE Transactions on Affective Computing, 5(2), 112–125.

Kool, H. (2016). The Ethics of Immersive Journalism: A rhetorical analysis of news storytelling with virtual reality technology. Intersect: The Stanford Journal of Science, Technology, and Society, 9(3), Article 3. https://ojs.stanford.edu/ojs/index.php/intersect/article/view/871

Laws, A. L. S. (2020). Can Immersive Journalism Enhance Empathy? Digital Journalism, 8(2), 213–228.

Lin, Y.-C., Chang, Y.-J., Hu, H.-N., Cheng, H.-T., Huang, C.-W., & Sun, M. (2017). Tell Me Where to Look: Investigating Ways for Assisting Focus in 360o Video. Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 2535–2545.

Longhi, R. R., & Pereira, S. da C. (2016). Do panorama à realidade virtual: Como o ciberjornalismo está criando narrativas imersivas. XIII Congreso de la Asociación Latinoamericana de Investigadores de la Comunicación, Cidade do México, México. https://www.academia.edu/29156236/Do_panorama_%C3%A0_realidade_virtual_como_o_ciberjornalismo_est%C3%A1_criando_narrativas_imersivas

Mabrook, R., & Singer, J. B. (2019). Virtual Reality, 360° Video, and Journalism Studies: Conceptual Approaches to Immersive Technologies. Journalism Studies, 20(14), 2096–2112.

Makransky, G., Terkildsen, T. S., & Mayer, R. E. (2019). Adding immersive virtual reality to a science lab simulation causes more presence but less learning. Learning and Instruction, 60, 225–236.

Maschio, T. (2017). Storyliving: An Ethnographic Study of How Audiences Experience VR and What That Means for Journalists (p. 27). Google News Lab. https://newslab.withgoogle.com/assets/docs/storyliving-a-study-of-vr-in-journalism.pdf

Mikropoulos, T. A., & Natsis, A. (2011). Educational virtual environments: A ten-year review of empirical research (1999–2009). Computers & Education, 56(3), 769–780.

Moreira, I. de castro, & Massarani, L. (2002). Aspectos históricos da divulgação científica no Brasil. In L. Massarani, I. de castro Moreira, & F. Brito (Orgs.), Ciência e público: Caminhos da divulgação científica no Brasil (p. 43–64). Casa da Ciência – Centro Cultural de Ciência e Tecnologia da Universidade Federal do Rio de Janeiro.

Nikolic, D. (2007). Evaluating relative impact of virtual reality components detail and realism on spatial comprehension and presence [Doutorado, Pennsylvania State University]. http://www.pennstatecic.org/uploads/5/1/2/1/51219339/tr_053_zikic_2007_vr_in_arch.pdf

Owen, T., Pitt, F., Aronson-Rath, R., & Milward, J. (2015, novembro). Virtual Reality Journalism. Columbia Journalism Review. https://www.cjr.org/tow_center_reports/virtual_reality_journalism.php/

Pan, Z., Cheok, A. D., Yang, H., Zhu, J., & Shi, J. (2006). Virtual reality and mixed reality for virtual learning environments. Computers & Graphics, 30(1), 20–28.

Peña, N. de la, Weil, P., Llobera, J., Spanlang, B., Friedman, D., Sanchez-Vives, M. V., & Slater, M. (2010). Immersive Journalism: Immersive Virtual Reality for the First-Person Experience of News. Presence, 19(4), 291–301.

Pérez Seijo, S. (2017). Immersive Journalism: From Audience to First-Person Experience of News. In F. C. Freire, X. Rúas Araújo, V. A. Martínez Fernández, & X. L. García (Orgs.), Media and Metamedia Management (p. 113–119). Springer International Publishing.

Pinheiro, C. M. P., Barth, M., & Fetzner, M. N. (2014). Newsgames e o papel do jornalismo na cultura da convergência. Estudos em Jornalismo e Mídia, 11(2), 510–521.

Porto, C. de M. (2009). A internet e a cultura científica no Brasil: Difusão da ciência. In C. de M. Porto (Org.), Difusão e cultura científica: Alguns recortes (p. 149–165). EDUFBA. http://books.scielo.org/id/68

Reis, A. B., & Coelho, A. F. V. C. C. (2018). Virtual Reality and Journalism. Digital Journalism, 6(8), 1090–1100.

Rupp, M. A., Odette, K. L., Kozachuk, J., Michaelis, J. R., Smither, J. A., & McConnell, D. S. (2019). Investigating learning outcomes and subjective experiences in 360-degree videos. Computers & Education, 128, 256–268.

Ryan, M.-L. (1999). Immersion vs. Interactivity: Virtual Reality and Literary Theory. SubStance, 28(2), 110–137.

Shin, D., & Biocca, F. (2017). Exploring immersive experience in journalism. New Media & Society, 20(8), 2800–2823.

Slater, M. (2009). Place illusion and plausibility can lead to realistic behaviour in immersive virtual environments. Philosophical Transactions of the Royal Society B: Biological Sciences, 364(1535), 3549–3557.

Slater, M., Khanna, P., Mortensen, J., & Yu, I. (2009). Visual realism enhances realistic response in an immersive virtual environment. IEEE Computer Graphics and Applications, 29(3), 76–84.

Slater, M., & Wilbur, S. (1997). A Framework for Immersive Virtual Environments (FIVE): Speculations on the Role of Presence in Virtual Environments. Presence: Teleoperators and Virtual Environments, 6(6), 603–616.

Steuer, J. (1992). Defining Virtual Reality: Dimensions Determining Telepresence. Journal of Communication, 42(4), 73–93.

Sundar, S. S., Kang, J., & Oprean, D. (2017). Being There in the Midst of the Story: How Immersive Journalism Affects Our Perceptions and Cognitions. Cyberpsychology, Behavior and Social Networking, 20(11), 672–682.

Teixeira, M. (2002). Pressupostos do jornalismo de ciência no Brasil. In L. Massarani, I. de castro Moreira, & F. Brito (Orgs.), Ciência e público: Caminhos da divulgação científica no Brasil (p. 133–141). Casa da Ciência – Centro Cultural de Ciência e Tecnologia da Universidade Federal do Rio de Janeiro.

Torres, C. C. (2017). O discurso mêmico na construção de novas formas de linguagem sobre divulgação científica através de mídias sociais [Mestrado, UNICAMP]. http://repositorio.unicamp.br/jspui/handle/REPOSIP/330449

Valerio, P. M. (2012). Comunicação científica e divulgação: O público na perspectiva da internet. In L. V. R. Pinheiro & E. da C. P. de Oliveira (Orgs.), Múltiplas facetas da comunicação e divulgação científicas: Transformações em cinco séculos (p. 150–167). IBICT. https://livroaberto.ibict.br/bitstream/1/711/1/M%C3%BAltiplas%20facetas%20da%20comunica%C3%A7%C3%A3o%20e%20divulga%C3%A7%C3%A3o%20cient%C3%ADficas.pdf

van Gisbergen, M., Kovacs, M., Campos, F., van der Heeft, M., & Vugts, V. (2019). What We Don’t Know. The Effect of Realism in Virtual Reality on Experience and Behaviour. In M. C. tom Dieck & T. Jung (Orgs.), Augmented Reality and Virtual Reality: The Power of AR and VR for Business (p. 45–57). Springer International Publishing.

Watson, Z. (2017). VR for News: The New Reality? Reuters Institute for the Study of Journalism. https://www.digitalnewsreport.org/publications/2017/vr-news-new-reality/

Witmer, B. G., & Singer, M. J. (1998). Measuring Presence in Virtual Environments: A Presence Questionnaire. Presence: Teleoperators and Virtual Environments, 7(3), 225–240.

Wu, C., Tan, Z., Wang, Z., & Yang, S. (2017). A Dataset for Exploring User Behaviors in VR Spherical Video Streaming. Proceedings of the 8th ACM on Multimedia Systems Conference, 193–198.

Yin, R. K. (2001). Estudo de caso: Planejamento e métodos (2o ed). Bookman.

Published

05/02/2022

How to Cite

CARVALHO, T. M.; PESCHANSKI, J. A. A model for evaluating realism, interactivity and the feeling of presence in virtual reality: scientific diffusion in 360-degree videos on YouTube. Research, Society and Development, [S. l.], v. 11, n. 2, p. e57111224850, 2022. DOI: 10.33448/rsd-v11i2.24850. Disponível em: https://rsdjournal.org/index.php/rsd/article/view/24850. Acesso em: 25 apr. 2024.

Issue

Section

Human and Social Sciences