{"id":{"repo_id":"vt","oai_identifier":"oai:vtechworks.lib.vt.edu:10919/135570"},"canonical_url":"https://search.dev.ndltd.org/etd/vt/oai:vtechworks.lib.vt.edu:10919/135570","repository":{"repo_id":"vt","name":"Virginia Tech","base_url":"https://vtechworks.lib.vt.edu/oai/request"},"display":{"title":"Investigating Control of 360-Degree Video Viewing on 2D Screen","abstract":"360-degree videos offer accessible virtual reality (VR) experiences, viewable on a wide range of devices—from head-mounted displays (HMDs) to traditional 2D screens such as those on laptops or desktop computers. On 2D screens, control of 360-degree videos typically relies on conventional interaction methods—most commonly, drag-and-drop or other forms of direct manipulation to orient the camera. While these familiar interaction methods benefit from users' prior experience, it remains unclear whether they provide the best immersive viewing experience for 360-degree content on flat screens. In this study, we investigate various control techniques for interacting with 360-degree videos on 2D displays. We introduce three alternative mouse-based control methods—Point to Steer, Hold to Steer, and Click to Center—in addition to the conventional Drag and Drop approach. To evaluate how these control techniques affect the viewing experience, we conducted an online user study (n = 81), comparing participants' experiences across different methods. We also examined contextual factors such as device type (mouse vs. laptop trackpad) and video type (whether the camera movement in the 360-degree video was dynamic or static). Our findings show that the industry-standard Drag and Drop method was perceived as more usable and led to a better overall experience, especially when using a mouse. However, this advantage disappeared when participants used a trackpad, suggesting that device type plays a significant role in control performance. We conclude by discussing implications for the design of future 360-degree video interaction methods, particularly in light of device-specific considerations.","abstract_html":"360-degree videos offer accessible virtual reality (VR) experiences, viewable on a wide range of devices—from head-mounted displays (HMDs) to traditional 2D screens such as those on laptops or desktop computers. On 2D screens, control of 360-degree videos typically relies on conventional interaction methods—most commonly, drag-and-drop or other forms of direct manipulation to orient the camera. While these familiar interaction methods benefit from users&#x27; prior experience, it remains unclear whether they provide the best immersive viewing experience for 360-degree content on flat screens. In this study, we investigate various control techniques for interacting with 360-degree videos on 2D displays. We introduce three alternative mouse-based control methods—Point to Steer, Hold to Steer, and Click to Center—in addition to the conventional Drag and Drop approach. To evaluate how these control techniques affect the viewing experience, we conducted an online user study (n = 81), comparing participants&#x27; experiences across different methods. We also examined contextual factors such as device type (mouse vs. laptop trackpad) and video type (whether the camera movement in the 360-degree video was dynamic or static). Our findings show that the industry-standard Drag and Drop method was perceived as more usable and led to a better overall experience, especially when using a mouse. However, this advantage disappeared when participants used a trackpad, suggesting that device type plays a significant role in control performance. We conclude by discussing implications for the design of future 360-degree video interaction methods, particularly in light of device-specific considerations.","abstract_has_math":false,"creators":["Lu, Tianyang"],"institution":"Virginia Tech","degree_name":"Master of Science","degree_level":"masters","degree_discipline":"Computer Science & Applications","degree_department":"Computer Science and#38; Applications","school":null,"contributors":[],"advisors":[],"committee_chairs":["Lee, Sang Won"],"committee_members":["Bowman, Douglas A.","Gracanin, Denis"],"year":2025,"date_issued":"2025-06-23","date_published":"2025-06-23","updated_at":"2026-07-22T22:19:16Z","subjects":["Virtual Reality","360-Degree Video","Camera Control"],"languages":["en"],"rights":["In Copyright"],"rights_urls":["http://rightsstatements.org/vocab/InC/1.0/"],"identifier_entries":[{"key":"dc:identifier.other","label":"Dc Identifier Other","values":["vt_gsexam:43655"],"render_values":[{"text":"vt_gsexam:43655","href":null,"code":true}]}]},"links":{"outbound_url":"https://hdl.handle.net/10919/135570","outbound_label":"Handle","outbound_source":"dc:identifier.uri"},"metadata_groups":[{"id":"people","label":"People","entries":[{"key":"dc:contributor.committeechair","label":"Committee Chair","values":["Lee, Sang Won"]},{"key":"dc:contributor.committeemember","label":"Committee Member","values":["Bowman, Douglas A.","Gracanin, Denis"]},{"key":"dc:contributor.department","label":"Department","values":["Computer Science and#38; Applications"]},{"key":"dc:creator","label":"Author","values":["Lu, Tianyang"]}]},{"id":"academic_context","label":"Academic Context","entries":[{"key":"dc:date.accessioned","label":"Dc Date Accessioned","values":["2025-06-24T08:02:01Z"]},{"key":"dc:date.available","label":"Dc Date Available","values":["2025-06-24T08:02:01Z"]},{"key":"dc:date.issued","label":"Date","values":["2025-06-23"]},{"key":"dc:publisher","label":"Institution","values":["Virginia Tech"]},{"key":"dc:type","label":"Dc Type","values":["Thesis"]},{"key":"thesis:degree_discipline","label":"Discipline","values":["Computer Science & Applications"]},{"key":"thesis:degree_level","label":"Degree Level","values":["masters"]},{"key":"thesis:degree_name","label":"Degree Name","values":["Master of Science"]},{"key":"thesis:institution_name","label":"Thesis Institution Name","values":["Virginia Polytechnic Institute and State University"]}]},{"id":"subjects_keywords","label":"Subjects and Keywords","entries":[{"key":"dc:subject","label":"Dc Subject","values":["Virtual Reality","360-Degree Video","Camera Control"]}]},{"id":"language_rights","label":"Language and Rights","entries":[{"key":"dc:language.iso","label":"Language (ISO)","values":["en"]},{"key":"dc:rights","label":"Dc Rights","values":["In Copyright"]},{"key":"dc:rights.uri","label":"Rights URI","values":["http://rightsstatements.org/vocab/InC/1.0/"]}]},{"id":"identifiers","label":"Identifiers","entries":[{"key":"dc:identifier.other","label":"Dc Identifier Other","values":["vt_gsexam:43655"]},{"key":"dc:identifier.uri","label":"Identifier URI","values":["https://hdl.handle.net/10919/135570"]}]},{"id":"additional","label":"Additional Metadata","entries":[{"key":"dc:description.abstract","label":"Abstract","values":["360-degree videos offer accessible virtual reality (VR) experiences, viewable on a wide range of devices—from head-mounted displays (HMDs) to traditional 2D screens such as those on laptops or desktop computers. On 2D screens, control of 360-degree videos typically relies on conventional interaction methods—most commonly, drag-and-drop or other forms of direct manipulation to orient the camera. While these familiar interaction methods benefit from users' prior experience, it remains unclear whether they provide the best immersive viewing experience for 360-degree content on flat screens. In this study, we investigate various control techniques for interacting with 360-degree videos on 2D displays. We introduce three alternative mouse-based control methods—Point to Steer, Hold to Steer, and Click to Center—in addition to the conventional Drag and Drop approach. To evaluate how these control techniques affect the viewing experience, we conducted an online user study (n = 81), comparing participants' experiences across different methods. We also examined contextual factors such as device type (mouse vs. laptop trackpad) and video type (whether the camera movement in the 360-degree video was dynamic or static). Our findings show that the industry-standard Drag and Drop method was perceived as more usable and led to a better overall experience, especially when using a mouse. However, this advantage disappeared when participants used a trackpad, suggesting that device type plays a significant role in control performance. We conclude by discussing implications for the design of future 360-degree video interaction methods, particularly in light of device-specific considerations."]},{"key":"dc:description.abstractgeneral","label":"General Abstract","values":["360-degree videos offer accessible virtual reality (VR) experiences, viewable on a wide range of devices—from head-mounted displays (HMDs) to traditional 2D screens such as those on laptops or desktop computers. On 2D screens, control of 360-degree videos typically relies on conventional interaction methods—most commonly, drag-and-drop or other forms of direct manipulation to orient the camera. While these familiar interaction methods benefit from users' prior experience, it remains unclear whether they provide the best immersive viewing experience for 360-degree content on flat screens. In this study, we investigate various control techniques for interacting with 360-degree videos on 2D displays. We introduce three alternative mouse-based control methods—Point to Steer, Hold to Steer, and Click to Center—in addition to the conventional Drag and Drop approach. To evaluate how these control techniques affect the viewing experience, we conducted an online user study (n = 81), comparing participants' experiences across different methods. We also examined contextual factors such as device type (mouse vs. laptop trackpad) and video type (whether the camera movement in the 360-degree video was dynamic or static). Our findings show that the industry-standard Drag and Drop method was perceived as more usable and led to a better overall experience, especially when using a mouse. However, this advantage disappeared when participants used a trackpad, suggesting that device type plays a significant role in control performance. We conclude by discussing implications for the design of future 360-degree video interaction methods, particularly in light of device-specific considerations."]},{"key":"dc:description.degree","label":"Dc Description Degree","values":["Master of Science"]},{"key":"dc:format.medium","label":"Dc Format Medium","values":["ETD"]},{"key":"dc:title","label":"Title","values":["Investigating Control of 360-Degree Video Viewing on 2D Screen"]}]}],"canonical_facts":{"dc:contributor.committeechair":["Lee, Sang Won"],"dc:contributor.committeemember":["Bowman, Douglas A.","Gracanin, Denis"],"dc:contributor.department":["Computer Science and#38; Applications"],"dc:creator":["Lu, Tianyang"],"dc:date.accessioned":["2025-06-24T08:02:01Z"],"dc:date.available":["2025-06-24T08:02:01Z"],"dc:date.issued":["2025-06-23"],"dc:description.abstract":["360-degree videos offer accessible virtual reality (VR) experiences, viewable on a wide range of devices—from head-mounted displays (HMDs) to traditional 2D screens such as those on laptops or desktop computers. On 2D screens, control of 360-degree videos typically relies on conventional interaction methods—most commonly, drag-and-drop or other forms of direct manipulation to orient the camera. While these familiar interaction methods benefit from users' prior experience, it remains unclear whether they provide the best immersive viewing experience for 360-degree content on flat screens. In this study, we investigate various control techniques for interacting with 360-degree videos on 2D displays. We introduce three alternative mouse-based control methods—Point to Steer, Hold to Steer, and Click to Center—in addition to the conventional Drag and Drop approach. To evaluate how these control techniques affect the viewing experience, we conducted an online user study (n = 81), comparing participants' experiences across different methods. We also examined contextual factors such as device type (mouse vs. laptop trackpad) and video type (whether the camera movement in the 360-degree video was dynamic or static). Our findings show that the industry-standard Drag and Drop method was perceived as more usable and led to a better overall experience, especially when using a mouse. However, this advantage disappeared when participants used a trackpad, suggesting that device type plays a significant role in control performance. We conclude by discussing implications for the design of future 360-degree video interaction methods, particularly in light of device-specific considerations."],"dc:description.abstractgeneral":["360-degree videos offer accessible virtual reality (VR) experiences, viewable on a wide range of devices—from head-mounted displays (HMDs) to traditional 2D screens such as those on laptops or desktop computers. On 2D screens, control of 360-degree videos typically relies on conventional interaction methods—most commonly, drag-and-drop or other forms of direct manipulation to orient the camera. While these familiar interaction methods benefit from users' prior experience, it remains unclear whether they provide the best immersive viewing experience for 360-degree content on flat screens. In this study, we investigate various control techniques for interacting with 360-degree videos on 2D displays. We introduce three alternative mouse-based control methods—Point to Steer, Hold to Steer, and Click to Center—in addition to the conventional Drag and Drop approach. To evaluate how these control techniques affect the viewing experience, we conducted an online user study (n = 81), comparing participants' experiences across different methods. We also examined contextual factors such as device type (mouse vs. laptop trackpad) and video type (whether the camera movement in the 360-degree video was dynamic or static). Our findings show that the industry-standard Drag and Drop method was perceived as more usable and led to a better overall experience, especially when using a mouse. However, this advantage disappeared when participants used a trackpad, suggesting that device type plays a significant role in control performance. We conclude by discussing implications for the design of future 360-degree video interaction methods, particularly in light of device-specific considerations."],"dc:description.degree":["Master of Science"],"dc:format.medium":["ETD"],"dc:identifier.other":["vt_gsexam:43655"],"dc:identifier.uri":["https://hdl.handle.net/10919/135570"],"dc:language.iso":["en"],"dc:publisher":["Virginia Tech"],"dc:rights":["In Copyright"],"dc:rights.uri":["http://rightsstatements.org/vocab/InC/1.0/"],"dc:subject":["Virtual Reality","360-Degree Video","Camera Control"],"dc:title":["Investigating Control of 360-Degree Video Viewing on 2D Screen"],"dc:type":["Thesis"],"thesis:degree_discipline":["Computer Science & Applications"],"thesis:degree_level":["masters"],"thesis:degree_name":["Master of Science"],"thesis:institution_name":["Virginia Polytechnic Institute and State University"]},"updated_at":"2026-07-22T22:19:16Z"}