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Exploring Viewing Modalities in Cinematic Virtual Reality: A Systematic Review and Meta-Analysis of Challenges in Evaluating User Experience

  • YAWEN ZHANG
  • , HAN ZHOU
  • , ZHOUMINGJU JIANG
  • , ZILU TANG
  • , TAO LUO* (Co-last Author)
  • , QINYUAN LEI* (Co-last Author)
  • *Corresponding author for this work

Research output: Journal Publications and Reviews › RGC 21 - Publication in refereed journal › peer-review

Abstract

Cinematic Virtual Reality (CVR) is a narrative-driven VR experience that uses head-mounted displays with a 360-degree field of view. Previous research has explored different viewing modalities to enhance viewers' CVR experiences. This study conducted a systematic review and meta-analysis to examine how different viewing modalities, including intervened rotation, avatar assistance, guidance cues, and perspective shifting, influence CVR experiences. The study has screened 3444 papers (published between January 1, 2013, and June 17, 2023). Of the 3444 papers, 45 were selected for systematic review, 13 of the 45 papers were selected for meta-analysis. We separately conducted random-effects meta-analysis and applied Robust Variance Estimation to examine CVR viewing modalities and user experience outcomes. Evidence from experiments was synthesized as differences between standardized mean differences (SMDs) of user experience of control group (''Swivel-Chair'' CVR) and experiment groups. To our surprise, we found inconsistencies in the effect sizes across different studies, even with the same viewing modalities. Moreover, we found that in these studies, terms such as ''presence,'' ''immersion,'' and ''narrative engagement'' were often used interchangeably. We concluded that the quality of previous studies on CVR experiences was compromised by several methodological issues, including irregular use of questionnaires, overreliance on self-developed questionnaires, and incomplete data reporting. This study contributes to Human-Computer Interaction (HCI) research by identifying gaps in CVR research and emphasizing the need for standardization of terminologies and methodologies to enhance the reliability and comparability of future CVR research. © 2025 Copyright held by the owner/author(s).
Original languageEnglish
Article numberCSCW082
JournalProceedings of the ACM on Human-Computer Interaction
Volume9
Issue number2
Online publishedApr 2025
DOIs
Publication statusPublished - May 2025

Bibliographical note

Research Unit(s) information for this publication is provided by the author(s) concerned.

Funding

This research was supported by Tao LUO’s personal grant (No. 2021QN02Z568) and personal research start-up fund from Southern University of Science and Technology (No. 65/Y01656106). This research was supported by Qinyuan Lei’s CityU Startup Grant (No.9610686) received from The City University of Hong Kong (CityUHK).

UN SDGs

This output contributes to the following UN Sustainable Development Goals (SDGs)

  1. SDG 9 - Industry, Innovation, and Infrastructure
    SDG 9 Industry, Innovation, and Infrastructure

Research Keywords

  • Cinematic Virtual Reality
  • Viewing Modality
  • User Experience
  • Systematic Review

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