User attention and behaviour in virtual reality art encounter

dc.contributor.authorMu, Mu
dc.contributor.authorDohan, Murtada
dc.contributor.authorGoodyear, Alison
dc.contributor.authorHill, Gary
dc.contributor.authorJohns, Cleyon
dc.contributor.authorMauthe, Andreas
dc.date.accessioned2022-08-09T09:44:03Z
dc.date.available2022-08-09T09:44:03Z
dc.date.issued2022-07-04
dc.description.abstractWith the proliferation of consumer virtual reality (VR) headsets and creative tools, content creators are experimenting with new forms of interactive audience experience using immersive media. Understanding user attention and behaviours in virtual environment can greatly inform the creative processes in VR. We developed an abstract VR painting and an experimentation system to study audience art encounters through eye gaze and movement tracking. The data from a user experiment with 35 participants reveal a range of user activity patterns in art exploration. Deep learning models are used to study the connections between the behavioural data and the audience’s background. The work also introduced new integrated methods to visualise user attention for content creators.en_UK
dc.identifier.citationMu M, Dohan M, Goodyear A, et al., (2024) User attention and behaviour in virtual reality art encounter. Multimedia Tools and Applications, Volume 83, May 2024, pp. 46595-46624en_UK
dc.identifier.issn1380-7501
dc.identifier.urihttps://doi.org/10.1007/s11042-022-13365-2
dc.identifier.urihttps://dspace.lib.cranfield.ac.uk/handle/1826/18294
dc.language.isoenen_UK
dc.publisherSpringeren_UK
dc.rightsAttribution 4.0 International*
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/*
dc.subjectVirtual realityen_UK
dc.subjectVR abstract paintingen_UK
dc.subjectUser attentionen_UK
dc.subjectEye-trackingen_UK
dc.subjectMachine learningen_UK
dc.titleUser attention and behaviour in virtual reality art encounteren_UK
dc.typeArticleen_UK

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