Title
Engaging Immersive Video Consumers: Challenges Regarding 360-Degree Gamified Video Applications
Abstract
360-degree videos is a new medium that has gained the attention of the research community imposing challenges for creating more interactive and engaging immersive experiences. The purpose of this study is to introduce a set of technical and design challenges for interactive, gamified 360-degree mixed reality applications that immerse and engage users. The development of gamified applications refers to the merely incorporation of game elements in the interaction design process to attract and engage the user through playful interaction with the virtual world. The study presents experiments with the incorporation of series of game elements such as time pressure challenges, badges and user levels, storytelling narrative and immediate visual feedback to the interaction design logic of a mixed reality mobile gaming application that runs in an environment composed of 360-degree video and 3D computer generated objects. In the present study, the architecture and overall process for creating such an application is being presented along with a list of design implications and constraints. The paper concludes with future directions and conclusions on improving the level of immersion and engagement of 360-degree video consumers.
Year
DOI
Venue
2016
10.1109/IUCC-CSS.2016.028
2016 15th International Conference on Ubiquitous Computing and Communications and 2016 International Symposium on Cyberspace and Security (IUCC-CSS)
Keywords
Field
DocType
user-centred design,360-degree video,interaction design,immersion,games,design challenges
Storytelling,Architecture,Interaction design,Computer science,Narrative,Human–computer interaction,Immersion (virtual reality),Mixed reality,User centred design,Multimedia
Conference
ISBN
Citations 
PageRank 
978-1-5090-5567-8
1
0.40
References 
Authors
5
4
Name
Order
Citations
PageRank
Lemonia Argyriou110.73
Daphne Economou223026.28
Vassiliki Bouki3295.72
Ioannis Doumanis454.60