Stereo 3D and Viewing Experience

2015 ◽  
pp. 301-316 ◽  
Keyword(s):  
2011 ◽  
Vol 29 (supplement) ◽  
pp. 352-377 ◽  
Author(s):  
Seon Hee Jang ◽  
Frank E Pollick

The study of dance has been helpful to advance our understanding of how human brain networks of action observation are influenced by experience. However previous studies have not examined the effect of extensive visual experience alone: for example, an art critic or dance fan who has a rich experience of watching dance but negligible experience performing dance. To explore the effect of pure visual experience we performed a single experiment using functional Magnetic Resonance Imaging (fMRI) to compare the neural processing of dance actions in 3 groups: a) 14 ballet dancers, b) 10 experienced viewers, c) 12 novices without any extensive dance or viewing experience. Each of the 36 participants viewed short 2-second displays of ballet derived from motion capture of a professional ballerina. These displays represented the ballerina as only points of light at the major joints. We wished to study the action observation network broadly and thus included two different types of display and two different tasks for participants to perform. The two different displays were: a) brief movies of a ballet action and b) frames from the ballet movies with the points of lights connected by lines to show a ballet posture. The two different tasks were: a) passively observe the display and b) imagine performing the action depicted in the display. The two levels of display and task were combined factorially to produce four experimental conditions (observe movie, observe posture, motor imagery of movie, motor imagery of posture). The set of stimuli used in the experiment are available for download after this paper. A random effects ANOVA was performed on brain activity and an effect of experience was obtained in seven different brain areas including: right Temporoparietal Junction (TPJ), left Retrosplenial Cortex (RSC), right Primary Somatosensory Cortex (S1), bilateral Primary Motor Cortex (M1), right Orbitofrontal Cortex (OFC), right Temporal Pole (TP). The patterns of activation were plotted in each of these areas (TPJ, RSC, S1, M1, OFC, TP) to investigate more closely how the effect of experience changed across these areas. For this analysis, novices were treated as baseline and the relative effect of experience examined in the dancer and experienced viewer groups. Interpretation of these results suggests that both visual and motor experience appear equivalent in producing more extensive early processing of dance actions in early stages of representation (TPJ and RSC) and we hypothesise that this could be due to the involvement of autobiographical memory processes. The pattern of results found for dancers in S1 and M1 suggest that their perception of dance actions are enhanced by embodied processes. For example, the S1 results are consistent with claims that this brain area shows mirror properties. The pattern of results found for the experienced viewers in OFC and TP suggests that their perception of dance actions are enhanced by cognitive processes. For example, involving aspects of social cognition and hedonic processing – the experienced viewers find the motor imagery task more pleasant and have richer connections of dance to social memory. While aspects of our interpretation are speculative the core results clearly show common and distinct aspects of how viewing experience and physical experience shape brain responses to watching dance.


Projections ◽  
2020 ◽  
Vol 14 (1) ◽  
pp. 58-74
Author(s):  
Héctor J. Pérez

AbstractThis article explores the use of the plot twist in screen fictions. This is a largely unexplored area, as interest in this phenomenon has largely focused on the so-called “plot twist movie,” which is an older narrative tradition. In order to explain this aesthetic phenomenon, it draws on the model of surprise originally proposed by the cognitive psychologists Wulf Meyer, Rainer Reisenzein, and Achim Schützwohl. Plot twists are characterized by three distinct but intimately intertwined temporal segments and their corresponding functions, which are explained by this model. The objective of this article is to explore how cognitive-emotional interactions shape the aesthetic viewing experience and to identify how that experience relates to shows’ artistic qualities. Game of Thrones (S01 and S03), Homeland (S01), and Westworld (S01) will be used as test cases. In each of the three plot segments, there are specific processes that distinguish the experience of surprise as an aesthetic phenomenon.


Symmetry ◽  
2020 ◽  
Vol 12 (10) ◽  
pp. 1718
Author(s):  
Chien-Hsing Chou ◽  
Yu-Sheng Su ◽  
Che-Ju Hsu ◽  
Kong-Chang Lee ◽  
Ping-Hsuan Han

In this study, we designed a four-dimensional (4D) audiovisual entertainment system called Sense. This system comprises a scene recognition system and hardware modules that provide haptic sensations for users when they watch movies and animations at home. In the scene recognition system, we used Google Cloud Vision to detect common scene elements in a video, such as fire, explosions, wind, and rain, and further determine whether the scene depicts hot weather, rain, or snow. Additionally, for animated videos, we applied deep learning with a single shot multibox detector to detect whether the animated video contained scenes of fire-related objects. The hardware module was designed to provide six types of haptic sensations set as line-symmetry to provide a better user experience. After the system considers the results of object detection via the scene recognition system, the system generates corresponding haptic sensations. The system integrates deep learning, auditory signals, and haptic sensations to provide an enhanced viewing experience.


Information ◽  
2021 ◽  
Vol 12 (3) ◽  
pp. 130
Author(s):  
Feng Tian ◽  
Yan Zhang ◽  
Yingjie Li

Focusing on virtual reality (VR) and film cutting, this study compared and evaluated the effect of visual mode (2D, VR) and cutting rate (fast, medium, slow) on a load, to make an attempt for VR research to enter the cognitive field. This study uses a 2 × 3 experimental research design. Forty participants were divided into one of two groups randomly and watched films with three cutting rates. The subjective and objective data were collected during the experiment. The objective results confirm that VR films bring more powerful alpha, beta, theta wave activities, and bring a greater load. The subjective results confirm that the fast cutting rate brings a greater load. These results provide a theoretical support for further exploring the evaluation methods and standards of VR films and improving the viewing experience in the future.


Author(s):  
Jiye Kim ◽  
Saegyeol Choi ◽  
Hyekyeong Kim ◽  
Soontae An

Recently, there has been a notable rise in binge drinking and in the popularity of eating broadcasts via TV and online platforms, especially in Korea. This study analyzed the moderating effect of the eating broadcast viewing experience on the relationship between binge drinking and obesity-related eating behaviors. Cross-sectional self-reported online survey data were collected from 1125 Korean adults. Moderation models for restrained, emotional, and external eating behaviors were tested using moderation analyses with Hayes’s PROCESS version 3.5 compatible with SPSS. As a result, the eating broadcast viewing experience moderated the relationship between binge drinking frequency and external eating (Fchange = 2.686, p = 0.045). More frequent binge drinking was associated with a higher level of external eating in participants who only watched online eating broadcasts, especially among women. Participants in their twenties showed the same above association; additionally, those who only watched TV eating broadcasts showed an inverse association, indicating that more frequent binge drinking was associated with a lower level of external eating. Consequently, an eating broadcast viewing experience was one of the environmental factors associated with binge drinking that influences obesity-related eating behaviors.


2001 ◽  
Vol 6 (1) ◽  
pp. 91-103 ◽  
Author(s):  
Carol MacKeogh

This article uses Bourdieu's concept of habitus, to explore how external discourses relating to young people and television, enter into the micro-politics of family viewing. It is based, primarily, on observation data collected by informants in the homes of young people. These data reveal the tactics and strategies that are used both by the young people and by their ‘parents’ to control the viewing process. It is possible to tentatively identify the projection of discourses of vulnerability onto young people who, in turn, attempt to position themselves as competent viewers evoking public discourses around youth and media savvy. Within the family setting these viewers develop a ‘sense for the game’ of viewing which informs the strategies they use to increase their control of the viewing experience.


2011 ◽  
Vol 18 (3) ◽  
pp. 685
Author(s):  
Paulo Braz Clemencio Schettino

As lembranças que restaram amarelecidas e transformadas pelo decurso do tempo na memória consciente a partir da experiência de espectador das artes sonoras e imagéticas da pintura, do teatro, da música e do cinema sobre as questões da latinidade nas Américas em confronto com a vivência de idêntica problemática política nos dias atuais – 30 anos depois. Revisitação de um tempo passado em busca de sua atualidade, e análise comparada de quatro textos de categorias diferentes, abrigados sob um mesmo título – El Dia Que Me Quieras – em exercício de intertextualidade. A pesquisa que antecedeu o presente texto pretende ao menos compreender e se possível lançar luz sobre a questão da América Latina, Latinidade e Latino-americanos. Palavras-chave: América Latina; Colonialismo; Latinidade. “The day that you love me” Abstract: The memories that remain yellowed and turned the course of time in conscious memory from the viewing experience of sound and image arts of painting, theater, music and film on the issues of Latin civilization in the Americas in comparison with the experience of similar political issue today – 30 years later. A visitation of time spent in search of his current and comparative analysis of four texts of different categories, sheltered under the same title – El Dia Que Me Quieras – intertextuality in exercise. The research that preceded the present text intends to at least understand and can shed light on the question of Latin American, Latina and Latino Americans. Keywords: Latin America; Colonialism; Latinity.


2021 ◽  
Author(s):  
Shivani Mulekar

Sanctuary is a documentary film in virtual reality (VR). The film uses 360-camera technology to offer a sensory immersive viewing experience. The film attempts to transcend the borders of filmmaking by merging new 360-camera technology and a nonlinear form of storytelling. The film is an observational piece. 360-degree videos are an emerging technology, which offers the viewer a sensory, immersive experience in virtual reality. Influenced by the 360-panoramic mural paintings created in 1860s, the use of the 360-camera breaks away from the syntax of documentary filmmaking and gives the audience an active role in the film-viewing experience. It breaks the traditional semantics of filmmaking and sets new rules of viewing which are personal and unique to each viewer. Sanctuary documents the Juhasz family, which has been living in a church since November 2014. The film is an eight-minute experience that gives the audience a 360- degree glimpse into the Juhasz family’s life and their living conditions. The film is presented as an installation, using Samsung’s Gear VR as the exhibition technology.


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