QuarantivityVR: Supporting Self-Embodiment for Non-HMD Users in Asymmetric Social VR Games

Q1 Social Sciences
i-com Pub Date : 2022-04-01 DOI:10.1515/icom-2022-0005
Amal Yassien, M. A. Soliman, Slim Abdennadher
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引用次数: 4

Abstract

Abstract The prevalence of immersive head-mounted display (HMD) social virtual reality (VR) applications introduced asymmetric interaction among users within the virtual environment (VE). Therefore, researchers opted for (1) exploring the asymmetric social VR interaction dynamics in only co-located setups, (2) assigning interdependent roles to both HMD and non-HMD users, and (3) representing non-HMD users as abstract avatars in the VE. Therefore, we investigate the feasibility of supporting Self-Embodiment in an asymmetric VR interaction mode in a remote setup. To this end, we designed an asymmetric social VR game, QuarantivityVR, to (1) support sense of self-embodiment for non-HMD users in a remote setting by representing them as realistic full-body avatars within the VE, (2) augment visual-motor synchrony for the non-HMD users to increase their sense of agency and presence by detecting their motion through Kinect sensor and laptop’s webcam. During the game, each player performs three activities in succession, namely movie-guessing, spelling-bee, and answering mathematical questions. We believe that our work will act as a step towards the inclusion of a wide spectrum of users that can not afford full immersion and will aid researchers in creating enjoyable interactions for both users in the physical and virtual spaces.
QuarantivityVR:支持非头戴式头盔用户在非对称社交VR游戏中的自我体现
沉浸式头戴式显示器(HMD)社交虚拟现实(VR)应用的流行引入了虚拟环境(VE)中用户之间的不对称交互。因此,研究人员选择(1)仅在同一地点的设置中探索不对称的社会VR交互动态,(2)为HMD和非HMD用户分配相互依赖的角色,以及(3)将非HMD用户表示为VE中的抽象化身。因此,我们研究了在远程设置的非对称VR交互模式下支持自我体现的可行性。为此,我们设计了一款非对称社交VR游戏《QuarantivityVR》(1)通过将非hmd用户在虚拟现实中呈现为逼真的全身化身来支持远程设置中的自我体现感;(2)通过Kinect传感器和笔记本电脑的网络摄像头检测非hmd用户的运动,增强他们的视觉-运动同步,以增加他们的代理感和存在感。在游戏过程中,每个玩家依次进行三种活动,即猜电影、拼字和回答数学问题。我们相信,我们的工作将成为包容广泛的用户的一步,这些用户不能完全沉浸其中,并将帮助研究人员在物理和虚拟空间中为用户创造愉快的互动。
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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来源期刊
i-com
i-com Social Sciences-Communication
CiteScore
3.80
自引率
0.00%
发文量
24
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