Designing for Heterogeneous Cross-Device Collaboration and Social Interaction in Virtual Reality

Patrick Aggergaard Olin, Ahmad Mohammad Issa, Tiare M. Feuchtner, Kaj Grønbæk
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引用次数: 19

Abstract

Collaboration in virtual reality (VR) across heterogeneous devices poses challenges for effectively supporting manipulation, navigation, and communication through different interfaces. We explored these in the design and development of a collaborative VR system that allows interaction through a mobile touchscreen device (Handheld User) and a head-mounted display (HMD User). In a qualitative evaluation, we further analyzed how these interfaces affect social roles and user interactions during collaboration. Our observations reveal that Handheld Users achieved presence in the virtual environment, despite the non-immersive interface, and assumed similar spatial positions in a conversational scenario as they would in the real world. In a collaborative building task, we found leadership roles not tied to immersion, but potentially influenced by users’ eye-level. Further, Handheld Users exhibited stronger movement patterns than HMD Users. Based on such behavioral patterns, we contribute a classification framework for Handheld Users that facilitates future analysis of interactions in shared virtual environments through handheld devices. Finally, we offer several design considerations for collaborative cross-device VR, which are based on our observations and exemplified in our presented system.
虚拟现实中异构跨设备协作和社会交互的设计
跨异构设备的虚拟现实(VR)协作对通过不同接口有效支持操作、导航和通信提出了挑战。我们在设计和开发协作式VR系统时探索了这些问题,该系统允许通过移动触摸屏设备(手持用户)和头戴式显示器(HMD用户)进行交互。在定性评估中,我们进一步分析了这些界面如何影响协作过程中的社会角色和用户交互。我们的观察表明,手持设备用户在虚拟环境中获得了存在感,尽管非沉浸式界面,并且在会话场景中假设了与现实世界相似的空间位置。在协作构建任务中,我们发现领导角色与沉浸感无关,而是受到用户视线水平的潜在影响。此外,手持设备用户比HMD用户表现出更强的运动模式。基于这些行为模式,我们为手持设备用户提供了一个分类框架,便于将来通过手持设备对共享虚拟环境中的交互进行分析。最后,我们基于我们的观察并在我们所呈现的系统中举例说明了协作跨设备VR的几个设计考虑因素。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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