Immersive Journalism: Immersive Virtual Reality for the First-Person Experience of News
By Nonny de la Peña, Peggy Weil, J. Llobera, Elias Giannopoulos, Ausiàs Pomés, Bernhard Spanlang, D. Friedman, Maria V. Sanchez-Vives, Mel Slater. Presence - Teleoperators and Virtual Environments, 2010
430 citations recorded by the source corpus.
This paper introduces the concept and discusses the implications of immersive journalism, which is the production of news in a form in which people can gain first-person experiences of the events or situation described in news stories. The fundamental idea of immersive journalism is to allow the participant, typically represented as a digital avatar, to actually enter a virtually recreated scenario representing the news story. The sense of presence obtained through an immersive system (whether a Cave or head-tracked head-mounted displays [HMD] and online virtual worlds, such as video games and online virtual worlds) affords the participant unprecedented access to the sights and sounds, and possibly feelings and emotions, that accompany the news. This paper surveys current approaches to immersive journalism and the theoretical background supporting claims regarding avatar experience in immersive systems. We also provide a specific demonstration: giving participants the experience of being in an interrogation room in an offshore prison. By both describing current approaches and demonstrating an immersive journalism experience, we open a new avenue for research into how presence can be utilized in the field of news and nonfiction.
Subfields: Computer Vision and Pattern Recognition, Ocean Engineering, Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/bed64dbbfcf4ab4260f3240e18d21750e83bc22e
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Computer Vision and Pattern Recognition
In Ocean Engineering
In Human-Computer Interaction
- Mel Slater
- Marc Erich Latoschik
- Mario Botsch
- Daniel Roth
- Thomas Waltemate
- Dominik Gall
- K. Nash
- Antonella Maselli
Citations in the corpus
- The building blocks of the full body ownership illusion (2013, background): “While 1PP seems to be a necessary condition for experiencing an ownership illusion, other work seems to suggest that the exact position and posture of the real and virtual bodies (body parts) do not need to coincide in space (e.g., de la Peña et al., 2010; Petkova et al., 2011).”
- Virtual reality witness: exploring the ethics of mediated presence (2018, methodology): “The most sustained audience research to date has been that conducted by de la Peña et al. (2010) who does suggest that the experience of VR is one of both proximity and distance, a simultaneous sense of being in a space but also not.”
- The Impact of Avatar Personalization and Immersion on Virtual Body Ownership, Presence, and Emotional Response (2018, background): “This effect has been explored for various dimensions, e.g., gender [43], posture [14], figure [34], skin color [35], age and size [4], exertion [53], or degree of realism and anthropomorphism [23,27,37].”