SeatmateVR:虚拟现实中近距离旁观者意识的邻近线索

Q1 Social Sciences
Jingyi Li, Hyerim Park, Robin Welsch, Sven Mayer, Andreas Butz
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引用次数: 0

摘要

先前的研究探索了如何提醒虚拟现实用户从远处进入游戏区域的旁观者。然而,在有限的社交环境中,比如与邻座共享沙发,旁观者的距离等近距离线索在中断期间是有限的,这对近距离感知系统构成了挑战。为了解决这个问题,我们研究了三种可视化方法,使用2D animoji,完全渲染的化身及其组合,在中断期间逐渐分享旁观者的方向和位置。在一项用户研究中(N=22),参与者一边玩虚拟现实游戏,一边回答邻座的问题。我们发现头像保留了游戏体验,但不像animoji那样支持快速识别邻座。相反,用户更喜欢混合可视化,在这种情况下,他们可以立即在他们的视野中找到邻座的方向线索,并逐渐被引导到这个人的实际位置。我们讨论了细粒度邻近感知虚拟现实系统的影响,以支持在受限的社会空间中的交互。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
SeatmateVR: Proxemic Cues for Close Bystander-Awareness in Virtual Reality
Prior research explored ways to alert virtual reality users of bystanders entering the play area from afar. However, in confined social settings like sharing a couch with seatmates, bystanders' proxemic cues, such as distance, are limited during interruptions, posing challenges for proxemic-aware systems. To address this, we investigated three visualizations, using a 2D animoji, a fully-rendered avatar, and their combination, to gradually share bystanders' orientation and location during interruptions. In a user study (N=22), participants played virtual reality games while responding to questions from their seatmates. We found that the avatar preserved game experiences yet did not support the fast identification of seatmates as the animoji did. Instead, users preferred the mixed visualization, where they found the seatmate's orientation cues instantly in their view and were gradually guided to the person's actual location. We discuss implications for fine-grained proxemic-aware virtual reality systems to support interaction in constrained social spaces.
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来源期刊
Proceedings of the ACM on Human-Computer Interaction
Proceedings of the ACM on Human-Computer Interaction Social Sciences-Social Sciences (miscellaneous)
CiteScore
5.90
自引率
0.00%
发文量
257
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