Articulation
Minimal units versus more articulated units, with identical clip duration.
In audiovisual experience, rhythm emerges from the way events become ordered, anticipated and felt as a patterned flow. (Gibson, 1979; Noë, 2004)
A gesture is not perceived as a neutral series of movements. It is read as a dynamic configuration of accents, continuities and pauses that guides attention and expectation.
The viewer is not only looking at movement, but is located in relation to it: distance, scale and orientation become part of the perceptual field.
Head and eye movements can reorganize salience, making rhythm depend on what the viewer chooses or is able to track.
Immersion can increase involvement, but it can also introduce fatigue, discomfort or distraction that weakens rhythmic sensitivity.
When the viewer can explore, choose a viewpoint or act inside the environment, rhythm may become an embodied coordination between gesture and user movement.
When VR reproduces the same frontal, non-interactive exposure as a cinema "flat" screen, immersion may remain mostly optical rather than performative. (Steuer, 1992; Slater, 2009)
Both experiments work from combinations of complexity, direction and movement quality, asking whether structural differences become perceptible as regularity, fluidity and energy.
The Bergamo study removes performer gender and one spatial axis, then adds the Cinema/VR comparison and eye-tracking to test how mediation reshapes perception.
Milan's experiment validates the perceptual grammar of gesture. The Bergamo extension asks whether that grammar is stable across media or modulated by immersive viewing. Although the validation study conducted in Milan identified less significant trends, our results are consistent with the perception that regularity and fluidity are associated with simpler movement patterns.
If VR remains non-interactive and visually similar to flat viewing, differences should be localized rather than global.
The Bergamo unit extends the original validation paradigm by asking whether the same rhythmic structure is perceived differently when experienced on a cinema "flat" screen or in immersive VR.
Sequences still vary in complexity, direction and quality: accented gestures, sustained gestures and their ordered combinations.
Performer gender and the opening-closing axis are removed, concentrating the experiment on vertical/horizontal avatar movement.
Each stimulus is presented in both cinema "flat" screen and VR conditions while eye-tracking data and self-report ratings are collected.
Minimal units versus more articulated units, with identical clip duration.
Three spatial axes, each expressed in two directions: horizontal (right-left/left-right) and vertical (ascending/descending).
Ordered combinations of accented movements (abrupt, fast and energetic) and sustained movements (smooth, regular and continuous).
The same clips are experienced on a standard screen and in immersive display.
The reduced design preserves the rhythmic variables while isolating the perceptual contribution of the viewing medium: complexity, direction, quality of movement.
2 directions x 2 sequences for each direction x 2 movement qualities.
2 directions x 2 sequences for each direction x 2 combinations of quality.
16 clips × 3 repetitions across Cinema and VR conditions, with repeated VAS ratings for Energy, Fluidity and Regularity.
Questionnaires assess each participant's propensity for immersion.
Stimuli are viewed under Cinema and VR conditions. Each clip is repeated three times. Oculometric measurement is also recorded during stimulus exposure.
After each presentation, participants rate regularity, fluidity or energy from 0 to 100.
Final questionnaires capture the subjective sense of immersion in the VR environment.
Movements are performed by neutral avatars inside a neutral environment and reconstructed from kinematic data derived from the female dancer in the first validation study.
iMotions supports eye-tracking acquisition across Cinema and VR, while the VR condition uses a Varjo XR-4 head-mounted display.
The model shows that the medium remains a small main effect, while the perceptual grammar is organized mainly by movement quality, question and direction.
Perceptual profile: Question × Complexity is significant (F = 3.02, p = .049). Complexity increases energy, while simple patterns are associated with higher fluidity and regularity.
Perceptual profile: Question × Movement Type is the dominant interaction (F = 80.18, p < .001).
Perceptual profile: Direction × Movement Type is significant (F = 7.25, p < .001).
Four-way view: each facet follows the same two-bar grouping used in slide 16: mixed movement types in Complex, pure movement types in Simple.
Medium profile: the plot compares Cinema and VR within each Complexity × Direction combination, highlighting localized rather than global medium effects.
Sequences composed only of sustained movements are rated much higher for regularity and fluidity. This is coherent with the Milan results, but the difference from accented combinations appears more marked in the Bergamo data.
Energy is rewarded especially in fully accented sequences. This confirms the expected perceptual association between accented movement, abruptness, speed and energetic intensity.
Because the Bergamo clips are built from only four validated sequences, it is preferable to describe the factor as sequence rather than isolated movement quality, while still acknowledging the perceptual weight of accented vs sustained movement.
Cinema/VR differences remain localized and small. The main perceptual structure is generated by movement sequence and direction rather than by a global medium effect.
Cinema is only slightly higher than VR (+1.62, p = .022). Differences between the two viewing conditions remain limited in magnitude.
Direction (F = 56.69) and Question × Movement Quality (F = 80.18) explain the perceptual organization more strongly than the viewing device.
Implication. In this non-interactive setup, VR does not generate a global perceptual advantage. The strongest perceptual grammar is produced by direction and movement quality.
The Bergamo results reinforce the METRO_ART framework: rhythm perception is systematic, and it is organized primarily by movement quality and direction rather than by a global Cinema/VR split.
Eye-tracking data are recorded simultaneously in both viewing conditions.
Integrate VAS ratings with eye-tracking and immersion questionnaires to test whether attention, comfort and subjective presence explain the localized Cinema/VR differences.