Editing in immersive video and its effect on user engagement when combined with variable high frame rates

As a result of the emergence of extraneous factors in the 2015 study on intra-scene variable frame rates, Quesnel has undertaken a second study on the effect of video editing shot length combined with the use of variable frame rates within the scene in understanding the effect of both on viewer attentional synchrony. The results of the study will be useful for creators of immersive, 360 degree or virtual reality films and games in understanding how to plant cues to gain user attention within a scene.

Key Objective: It is debatable on how effective the use if high frame rates and variable high frame rates (VFRs) are for viewer engagement in the context of film narrative. Historically, the length of editing cuts have been refined to maximize the level of viewer attentional synchrony on the film screen over other methods for viewer engagement. This study investigates whether the use of VFRs aids in viewer attentional synchrony, or has a null effect. Results are achieved through a mixed-methods experiment that combined quantitative eye tracking data with qualitative surveys from participants.

The project is currently in progress with more information to be released soon.