IVRUX: A Tool for Analyzing Immersive Narratives in Virtual Reality

Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 10045)


This paper describes IVRUX, a tool for the analysis of 360º Immersive Virtual Reality (IVR) story-driven experiences. Traditional cinema offers an immersive experience through surround sound technology and high definition screens. However, in 360º IVR the audience is in the middle of the action, everything is happening around them. The immersiveness and freedom of choice brings new challenges into narrative creation, hence the need for a tool to help the process of evaluating user experience. Starting from “The Old Pharmacy”, a 360º Virtual Reality scene, we developed IVRUX, a tool that records users’ experience while visualizing the narrative. In this way, we are able to reconstruct the user’s experience and understand where their attention is focused. In this paper, we present results from a study done using 32 participants and, through analyzing the results, provide insights that help creators to understand how to enhance 360º Immersive Virtual Reality story driven experiences.


Virtual reality Digital storytelling 360º immersive narratives 



We wish to acknowledge our fellow researchers Rui Trindade, Sandra Câmara, Dina Dionisio and the support of LARSyS (PEstLA9-UID/EEA/50009/2013). The project has been developed as part of the MITIExcell (M1420-01-0145-FEDER-000002). The author Mara Dionisio wishes to acknowledge Fundação para a Ciência e a Tecnologia for supporting her research through the Ph.D. Grant PD/BD/114142/2015.


  1. 1.
    Blascheck, T. et al.: State-of-the-Art of Visualization for Eye Tracking Data (2014)Google Scholar
  2. 2.
    Davis, M.H.: Measuring individual differences in empathy: evidence for a multidimensional approach. J. Pers. Soc. Psychol. 44(1), 113–126 (1983)CrossRefGoogle Scholar
  3. 3.
    Dionisio, M., Barreto, M., Nisi, V., Nunes, N., Hanna, J., Herlo, B., Schubert, J.: Evaluation of yasmine’s adventures: exploring the socio-cultural potential of location aware multimedia stories. In: Schoenau-Fog, H., Bruni, L.E., Louchart, S., Baceviciute, S. (eds.) ICIDS 2015. LNCS, vol. 9445, pp. 251–258. Springer, Heidelberg (2015). doi: 10.1007/978-3-319-27036-4_24 CrossRefGoogle Scholar
  4. 4.
    Duchowski, A.T., et al.: Aggregate gaze visualization with real-time heatmaps. In: Proceedings of the Symposium on Eye Tracking Research and Applications, pp. 13–20. ACM, New York (2012)Google Scholar
  5. 5.
    Green, M.C., Brock, T.C.: The role of transportation in the persuasiveness of public narratives. J. Pers. Soc. Psychol. 79(5), 701–721 (2000)CrossRefGoogle Scholar
  6. 6.
    Klimmt, C., et al.: Forecasting the experience of future entertainment technology “interactive storytelling” and media enjoyment. Games Cult. 7(3), 187–208 (2012)CrossRefGoogle Scholar
  7. 7.
    Löwe, T., Stengel, M., Förster, E.-C., Grogorick, S., Magnor, M.: Visualization and analysis of head movement and gaze data for immersive video in head-mounted displays. In: Proceedings of the Workshop on Eye Tracking and Visualization (ETVIS), vol. 1, October 2015 (2015)Google Scholar
  8. 8.
    Mackworth, J.F., Mackworth, N.H.: Eye fixations recorded on changing visual scenes by the television eye-marker. J. Opt. Soc. Am. 48(7), 439–445 (1958)CrossRefGoogle Scholar
  9. 9.
    Noton, D., Stark, L.: Scanpaths in eye movements during pattern perception. Science 171(3968), 308–311 (1971)CrossRefGoogle Scholar
  10. 10.
    de la Peña, N., et al.: Immersive journalism: immersive virtual reality for the first-person experience of news. Presence 19(4), 291–301 (2010)CrossRefGoogle Scholar
  11. 11.
    Pfeiffer, T.: Measuring and visualizing attention in space with 3D attention volumes. In: Proceedings of the Symposium on Eye Tracking Research and Applications, pp. 29–36. ACM, New York (2012)Google Scholar
  12. 12.
    Ramloll, R., et al.: Gaze data visualization tools: opportunities and challenges. In: 2004 Proceedings of the 8th International Conference on Information Visualisation IV, pp. 173–180 (2004)Google Scholar
  13. 13.
    Vosmeer, M., Roth, C., Schouten, B.: Interaction in surround video: the effect of auditory feedback on enjoyment. In: Schoenau-Fog, H., Bruni, L.E., Louchart, S., Baceviciute, S. (eds.) Interactive Storytelling. LNCS, vol. 9445, pp. 202–210. Springer, Heidelberg (2015). doi: 10.1007/978-3-319-27036-4_19 CrossRefGoogle Scholar
  14. 14.

Copyright information

© Springer International Publishing AG 2016

Authors and Affiliations

  1. 1.Madeira-ITIUniversity of MadeiraFunchalPortugal

Personalised recommendations