Towards Balancing VR Immersion and Bystander Awareness

Towards Balancing VR Immersion and Bystander Awareness
复制标题

平衡 VR 沉浸感和旁观者意识

DOI:
10.1145/3486950
复制
发表时间:
2021
影响因子:
--
通讯作者:
Yoshifumi Kitamura
Yoshifumi Kitamura
中科院分区:
--
文献类型:
--
作者:
Yoshiki Kudo;Anthony Tang;Kazuyuki Fujita;Isamu Endo;Kazuki Takashima;Yoshifumi Kitamura

文献摘要

相似文献

头戴式显示器(HMD)增加了对虚拟世界的沉浸感。问题是,这限制了耳机用户对旁观者的意识:耳机用户无法关注旁观者的存在和活动。我们称之为HMD边界。我们探讨如何使头戴式显示器的边界渗透比较不同的方式提供非正式的意识线索,耳机用户的旁观者。我们采用并实现了三种可视化技术(Avatar View、Radar和Presence++),与耳机用户共享旁观者的位置和方向。我们进行了一项混合用户和模拟研究,有三种不同类型的VR内容(高,中,低交互性),有20名参与者,比较这些可视化技术如何让人们保持对旁观者的意识,以及它们如何影响沉浸感(与基线条件相比)。我们的研究表明,旁观者的透视化身表示是有效的,但导致VR内容的沉浸感略有降低。根据我们的研究结果,我们讨论了未来的意识可视化技术可以设计,以减轻减少沉浸式耳机用户。
Head-mounted displays (HMDs) increase immersion into virtual worlds. The problem is that this limits headset users' awareness of bystanders: headset users cannot attend to bystanders' presence and activities. We call this the HMD boundary. We explore how to make the HMD boundary permeable by comparing different ways of providing informal awareness cues to the headset user about bystanders. We adapted and implemented three visualization techniques (Avatar View, Radar and Presence++) that share bystanders' location and orientation with headset users. We conducted a hybrid user and simulation study with three different types of VR content (high, medium, low interactivity) with twenty participants to compare how these visualization techniques allow people to maintain an awareness of bystanders, and how they affect immersion (compared to a baseline condition). Our study reveals that a see-through avatar representation of bystanders was effective, but led to slightly reduced immersion in the VR content. Based on our findings, we discuss how future awareness visualization techniques can be designed to mitigate the reduction of immersion for the headset user.