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Future work has already been described both in their individual chapters and in the previous section. These future directions discussed so far revolve around studies with different360º videosor longer durations, new studies involving different combinations of sound and characteristics of sound, or improvements in theartifactscreated. In this section, some future directions are delineated considering the overall research goal of augmenting360º videoand the affordances given by the createdartifacts.

Cue Controlcould be used to study other dimensions of guiding methods (see table 3.1). The dimensions/options such as visual elements or haptic feedback could be studied inCue Controlby either creating cue lists or making these cues trigger depending on the behavior of the user. Combining with the work done in restrictedFoVs and considering the increased sensitivity of peripheral vision to noise, one possible direction forAttention Guidance could be the use of asymmetricFoV restrictors (or blurring) to indicate the desiredPOI; these would be noticeable to users, but subtle enough to not interfere with the video’s narrative.

Another direction of research could be building on the concept ofHistoric trajectory (retellings of past trajectories) from theTrajectoriesframework [Ben+09;BG08;BG11]. In Attention Guidance, these could be used to orient a participantto where other partici-pantswere looking or found aPOI. Applying toVIMS, if users were able to review their trajectories and identify intervals where they felt discomfort, these could be used to warn future users.

The research in Attention guidance could be combined with research inVIMS. For example, precomputing the visualSLAMallows knowing when and in which direction movement happens.Attention guidancemethods could be used to direct the user to the direction of the movement before it happens, making the user less exposed to sensory conflicts. Alternatively, computer vision can be used to identify intervals with extreme motion; methods could then be applied to direct users to an orientation with less optical flow. Both of these are preemptive and do not require the use of visual modifications such as restrictedFoV(although these could be used as supplementary methods).

This research work has been focused on methods to augment the user experience of viewing360º videos. These findings are relevant to both researchers and practitioners working on360º videos. While the evaluation studies have focused onAttention Guidance andVIMS, the knowledge in theartifactscreated could be used in other aspects of the

9 . 3 . F U T U R E D I R E C T I O N S

user experience.Artifactswere designed to be as unobtrusive as possible and to increase interactivity in360º videos. The ability to spatialize cues, to spatialize the360º videosor to understand the user experience in detail can be stepping stones that make360º videos a richer design space for interaction and narrative.

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