360 Video Research and Database
While researchers have spent decades studying the psychological responses to VR, most of these studies involve small, homogeneous samples of participants. Moreover, participants are typically only exposed to a single VR experience in each study. Hence, we know very little about how individual differences among people shape VR use, and even less about how these individual differences are reflected across different types of VR experiences.
Consider the medium of television. One would never ask an affluent 18-year-old college freshman to watch one single episode of The Simpsons, and then generalize the results across participants and stimuli. In other words, few would claim that the experience of a teenager watching an animated fantasy show would elicit the same types of perceptual and psychological processes and effects as a 60-year-old watching local news. In media studies research, while some scholars are starting to examine large samples of participants, it is far less common to find studies that examine a large sample of media content (i.e., different videos, games, etc.).
To begin to explore the reliability and relationships across stimuli, we have collected a set of 80 different 360-degree videos with associated survey data from over 500 participants with over 2500 ratings. The video files and survey responses are available to use for academic research purposes.
Access survey data via Github.
Please Note: When using the images or data from our database for research purposes, please use the following citation:
Miller, M.R., Herrera, F., Jun, H., Landy J.A. & Bailenson, J.N. (2020). Personal identifiability of user tracking data during observation of 360-degree VR video. Scientific Reports (10). doi.org/10.1038/s41598-020-74486-y
You can read more about our research in these two papers:
Stimulus Sampling with 360-Videos: Examining Head Movements, Arousal, Presence, Simulator Sickness, and Preference on a Large Sample of Participants and Videos
Personal identifiability of user tracking data during observation of 360-degree VR video