Chen, JoshuaLee, Gun A.Billinghurst, MarkLindeman, Robert W.Bartneck, ChristophRobert W. Lindeman and Gerd Bruder and Daisuke Iwai2017-11-212017-11-212017978-3-03868-038-31727-530Xhttps://doi.org/10.2312/egve.20171339https://diglib.eg.org:443/handle/10.2312/egve20171339Virtual Reality (VR) is becoming a popular medium for viewing immersive cinematic experiences using 360° panoramic movies and head mounted displays. There are previous research on user embodiment in real-time rendered VR, but not in relation to cinematic VR based on 360° panoramic video. In this paper we explore the effects of introducing the user's real body into cinematic VR experiences. We conducted a study evaluating how the type of movie and user embodiment affects the sense of presence and user engagement. We found that when participants were able to see their own body in the VR movie, there was significant increase in the sense of Presence, yet user engagement was not significantly affected. We discuss on the implications of the results and how it can be expanded in the future.Humancentered computingMixed/augmented realityVirtual realityThe Effect of User Embodiment in AV Cinematic Experience10.2312/egve.2017133955-62