skip to main content
10.1145/3116595.3116609acmconferencesArticle/Chapter ViewAbstractPublication Pageschi-playConference Proceedingsconference-collections
research-article

Invisible Walls: Co-Presence in a Co-located Augmented Virtuality Installation

Authors Info & Claims
Published:15 October 2017Publication History

ABSTRACT

This paper investigates the effects of the virtual players' (VR) representation and verbal communication regarding co-presence in a co-located and playful augmented virtuality (AV) installation for multiple participants. We examine if the incorporation/exclusion of the visualization of the VR players' hands and the absence/presence of verbal communication influences the perceived co-presence. To find answers to our research question, we created an experimental setting called Invisible Walls. Within the installation, players and spectators have various means of interaction at their disposal. Our study findings show a positive impact of the VR player's representation on the perceived co-presence. However, due to the experimental setup, verbal communication did not have the anticipated effect. With these findings we endeavor to reduce the gap between the VR player and the spectators and provide insights for game designers and researchers regarding the inclusion of nonverbal and verbal communication in co-located AV settings.

References

  1. Elizabeth Behm-Morawitz. 2013. Mirrored selves: The influence of self-presence in a virtual world on health, appearance, and well-being. Computers in Human Behavior 29, 1 (2013), 119--128. Google ScholarGoogle ScholarDigital LibraryDigital Library
  2. Frank Biocca and Chad Harms. 2003a. Guide to the Networked Minds Social Presence Inventory v. 1.2. (2003). http://cogprints.org/6743/Google ScholarGoogle Scholar
  3. Frank Biocca and Chad Harms. 2003b. Networked Minds Social Presence Inventory: Measures of co-presence, social presence, subjective symmetry, and intersubjective symmetry. (2003). http://cogprints.org/6742/Google ScholarGoogle Scholar
  4. Gordon Calleja. 2011. In-Game: From Immersion to Incorporation. The MIT Press, Cambridge, MA.Google ScholarGoogle ScholarDigital LibraryDigital Library
  5. Sylvain Chagué and Caecilia Charbonnier. 2016. Real Virtuality: A Multi-user Immersive Platform Connecting Real and Virtual Worlds. In Proceedings of the 2016 Virtual Reality International Conference (VRIC '16). ACM, New York, NY, USA, Article 4, 3 pages. DOI: http://dx.doi.org/10.1145/2927929.2927945 Google ScholarGoogle ScholarDigital LibraryDigital Library
  6. Carolina Cruz-Neira, Daniel J. Sandin, Thomas A. DeFanti, Robert V. Kenyon, and John C. Hart. 1992. The CAVE: Audio Visual Experience Automatic Virtual Environment. Commun. ACM 35, 6 (June 1992), 64--72. DOI: http://dx.doi.org/10.1145/129888.129892 Google ScholarGoogle ScholarDigital LibraryDigital Library
  7. K.M. Lee. 2004. Presence, explicated. Communication Theory 14, 1 (2004), 27--50. Google ScholarGoogle ScholarCross RefCross Ref
  8. Stefan Liszio and Maic Masuch. 2016. Designing Shared Virtual Reality Gaming Experiences in Local Multi-platform Games. Springer International Publishing, Cham, 235--240. DOI: http://dx.doi.org/10.1007/978--3--319--46100--7_23Google ScholarGoogle ScholarCross RefCross Ref
  9. P. Milgram and F. Kishino. 1994. A Taxonomy of Mixed Reality Visual Displays. IEICE Trans. Information Systems E77-D, 12 (Dec. 1994), 1321--1329.Google ScholarGoogle Scholar
  10. Marvin Minsky. 1980. Telepresence. OMNI magazine (June 1980).Google ScholarGoogle Scholar
  11. D. Roth, J. L. Lugrin, D. Galakhov, A. Hofmann, G. Bente, M. E. Latoschik, and A. Fuhrmann. 2016. Avatar realism and social interaction quality in virtual reality. In 2016 IEEE Virtual Reality (VR). 277--278. DOI: http://dx.doi.org/10.1109/VR.2016.7504761 Google ScholarGoogle ScholarCross RefCross Ref
  12. Mohamad H. Salimian. 2015. Exploring Group Awareness in a Mixed Reality Collaborative Environment. In Adjunct Proceedings of the 2015 ACM International Joint Conference on Pervasive and Ubiquitous Computing and Proceedings of the 2015 ACM International Symposium on Wearable Computers (UbiComp/ISWC'15 Adjunct). ACM, New York, NY, USA, 495--501. DOI: http://dx.doi.org/10.1145/2800835.2801654 Google ScholarGoogle ScholarDigital LibraryDigital Library
  13. Ulrike Schultze. 2010. Embodiment and presence in virtual worlds: a review. JIT 25, 4 (2010), 434--449. Google ScholarGoogle ScholarCross RefCross Ref
  14. Anthony Steed, Sebastian Friston, Maria Murcia Lopez, Jason Drummond, Ye Pan, and David Swapp. 2016. An 'In the Wild' Experiment on Presence and Embodiment using Consumer Virtual Reality Equipment. IEEE Trans. Vis. Comput. Graph. 22, 4 (2016), 1406--1414. Google ScholarGoogle ScholarDigital LibraryDigital Library
  15. R. Tamborini and N. Bowman. 2010. Presence in video games. In Immersed in Media: Telepresence in Everyday Life, C. Bracken and P. Skalski (Eds.). Routledge, New York, NY, USA, 87--109.Google ScholarGoogle Scholar
  16. Anthony Tang, Carman Neustaedter, and Saul Greenberg. 2007. VideoArms: Embodiments for Mixed Presence Groupware. Springer London, London, 85--102. DOI: http://dx.doi.org/10.1007/978--1--84628--664--3_8Google ScholarGoogle ScholarCross RefCross Ref
  17. Yu Zhu, Kang Zhu, Qiang Fu, Xilin Chen, Huixing Gong, and Jingyi Yu. 2016. SAVE: Shared Augmented Virtual Environment for Real-time Mixed Reality Applications. In Proceedings of the 15th ACM SIGGRAPH Conference on Virtual-Reality Continuum and Its Applications in Industry - Volume 1 (VRCAI '16). ACM, New York, NY, USA, 13--21. DOI: http://dx.doi.org/10.1145/3013971.3013979 Google ScholarGoogle ScholarDigital LibraryDigital Library

Index Terms

  1. Invisible Walls: Co-Presence in a Co-located Augmented Virtuality Installation

      Recommendations

      Comments

      Login options

      Check if you have access through your login credentials or your institution to get full access on this article.

      Sign in
      • Published in

        cover image ACM Conferences
        CHI PLAY '17: Proceedings of the Annual Symposium on Computer-Human Interaction in Play
        October 2017
        590 pages
        ISBN:9781450348980
        DOI:10.1145/3116595

        Copyright © 2017 ACM

        Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

        Publisher

        Association for Computing Machinery

        New York, NY, United States

        Publication History

        • Published: 15 October 2017

        Permissions

        Request permissions about this article.

        Request Permissions

        Check for updates

        Qualifiers

        • research-article

        Acceptance Rates

        CHI PLAY '17 Paper Acceptance Rate46of178submissions,26%Overall Acceptance Rate421of1,386submissions,30%

      PDF Format

      View or Download as a PDF file.

      PDF

      eReader

      View online with eReader.

      eReader