Designing in 360 Degrees

Previous research on cueing has focused on multimedia environments where the information is within the player’s field of vision. Virtual reality environments have the unique challenge in that information is located in all directions around the player. The purpose of this study was to examine the impact of cueing on patterns
of engagement within a 360° image. Exploratory data analysis was used to examine 3,337 user interactions.
Although there was an overall decrease in clicks from front to back in all groups, the text- and audio-cueing
groups more frequently selected items behind the field of view. These findings support the use of cueing as a
way to direct the player’s attention to the back of the virtual environment.

Cueing the Player for Immersive Learning
PDF Articles
/sites/default/files/articles/Proceedings%20Articles/15.Designing%20in%20360%20Degrees.pdf
Download Count
51
Update DOI
Off