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Danlu Fei

dblp:332/3056 · DBLP profile ↗
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1ranked-venue papers
0as first author
1since 2021 · last 2024
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
1 paper
Immersive interaction · 100%

Topics — the 2 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction › virtual reality
cinematic virtual reality
0.812024
Jump Cut Effects in Cinematic Virtual Reality: Editing with the 30-degree Rule and 180-degree Rule · VR 2024
Immersive interaction › virtual reality
presence
0.812024
Jump Cut Effects in Cinematic Virtual Reality: Editing with the 30-degree Rule and 180-degree Rule · VR 2024

Methods — techniques the papers use, named apart from their topics

user study · 0.8
YearPublicationVenuePosition
2024 Jump Cut Effects in Cinematic Virtual Reality: Editing with the 30-degree Rule and 180-degree Rule
abstract
Virtual reality (VR) is an immersive medium that offers users a unique opportunity to experience a digital environment realistically. As the demand for VR content continues to grow, the importance of effective VR editing techniques becomes increasingly apparent. This paper is a pioneering work investigating the effects of jump cuts on the viewer’s sense of presence, viewing experience, and edit quality in cinematic VR. Specifically, this work focuses on using the 30-degree and 180-degree rules in VR editing to minimize the adverse effects of jump cuts. We conducted a user study with thirteen participants, who watched nine different VR edits and completed a survey for each edited video. Our results indicate that employing the 30-degree and 180-degree rules in VR editing can significantly improve the sense of presence, viewing experience, and edit quality while mitigating the negative effects of jump cuts. We provide valuable insights for VR content creators and editors to achieve more effective and immersive VR experiences.
Lik-Hang Lee, Yuyang Wang 0002, Shan Jin 0002, Danlu Fei, Pan Hui 0001
VR5