ABSTRACT
Virtual reality can help realize mediated social experiences where distance disappears and we interact as richly with those around the world as we do with those in the same room. The design of social virtual experiences presents a challenge for remotely located users with room-scale setups like those afforded by recent commodity virtual reality devices. Since users inhabit different physical spaces that may not be the same size, a mapping to a shared virtual space is needed for creating experiences that allow everyone to use real walking for locomotion. We designed three mapping techniques that enable users from diverse room-scale setups to interact together in virtual reality. Results from our user study (N = 26) show that our mapping techniques positively influence the perceived degree of togetherness and copresence while the size of each user's tracked space influences individual presence.
- Jeremy N. Bailenson, Jim Blascovich, Andrew C. Beall, and Jack M. Loomis. 2001. Equilibrium Theory Revisited: Mutual Gaze and Personal Space in Virtual Environments. Presence: Teleoper. Virtual Environ. 10, 6 (Dec. 2001), 583--598. Google ScholarDigital Library
- Jeremy N. Bailenson, Jim Blascovich, Andrew C. Beall, and Jack M. Loomis. 2003. Interpersonal distance in immersive virtual environments. Personality and Social Psychology Bulletin 29, 7 (2003), 819--833.Google ScholarCross Ref
- Cagatay Basdogan, Chih-Hao Ho, Mandayam A. Srinivasan, and Mel Slater. 2000. An Experimental Study on the Role of Touch in Shared Virtual Environments. ACM Trans. Comput.-Hum. Interact. 7, 4 (Dec. 2000), 443--460. Google ScholarDigital Library
- Steve Benford, John Bowers, Lennart E. Fahlén, Chris Greenhalgh, and Dave Snowdon. 1995. User Embodiment in Collaborative Virtual Environments. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '95). ACM Press/Addison-Wesley Publishing Co., New York, NY, USA, 242--249. Google ScholarDigital Library
- Frank Biocca and Chad Harms. 2002. Defining and Measuring Social Presence: Contribution to the Networked Minds Theory and Measure. Proceedings of PRESENCE 2002 (2002), 7--36.Google Scholar
- Chuck Blanchard, Scott Burgess, Young Harvill, Jaron Lanier, Ann Lasko, Mark Oberman, and Mike Teitel. 1990. Reality Built for Two: A Virtual Reality Tool. SIGGRAPH Comput. Graph. 24, 2 (Feb. 1990), 35--36. Google ScholarDigital Library
- Frederick P. Brooks, Jr. 1987. Walkthrough-a Dynamic Graphics System for Simulating Virtual Buildings. In Proceedings of the 1986 Workshop on Interactive 3D Graphics (I3D '86). ACM, New York, NY, USA, 9--21. Google ScholarDigital Library
- Jacky C. P. Chan, Howard Leung, Jeff K. T. Tang, and Taku Komura. 2011. A Virtual Reality Dance Training System Using Motion Capture Technology. IEEE Trans. Learn. Technol. 4, 2 (April 2011), 187--195. Google ScholarDigital Library
- Robert R. Christensen, John M. Hollerbach, Yangming Xu, and Sanford G. Meek. 2000. Inertial-Force Feedback for the Treadport Locomotion Interface. Presence: Teleoperators and Virtual Environments 9, 1 (2000), 1--14. Google ScholarDigital Library
- E. F. Churchill and D. Snowdon. 1998. Collaborative Virtual Environments: An Introductory Review of Issues and Systems. Virtual Real. 3, 1 (March 1998), 3--15. Google ScholarDigital Library
- Paul Dourish, Annette Adler, Victoria Bellotti, and Austin Henderson. 1996. Your Place or Mine? Learning from Long-term Use of Audio-video Communication. Comput. Supported Coop. Work 5, 1 (Sept. 1996), 33--62. Google ScholarDigital Library
- Nat Durlach and Mel Slater. 2000. Presence in Shared Virtual Environments and Virtual Togetherness. Presence: Teleoper. Virtual Environ. 9, 2 (April 2000), 214--217. Google ScholarDigital Library
- Emmanuel Frécon and Mårten Stenius. 1998. DIVE: A Scaleable Network Architecture for Distributed Virtual Environments. Distributed Systems Engineering 5, 3 (1998), 91.Google ScholarCross Ref
- Erving Goffman. 2008. Behavior in Public Places. Free Press.Google Scholar
- Chris Greenhalgh and Steven Benford. 1995. MASSIVE: A Collaborative Virtual Environment for Teleconferencing. ACM Trans. Comput.-Hum. Interact. 2, 3 (Sept. 1995), 239--261. Google ScholarDigital Library
- Jan Gugenheimer, Evgeny Stemasov, Julian Frommel, and Enrico Rukzio. 2017. ShareVR: Enabling Co-Located Experiences for Virtual Reality Between HMD and Non-HMD Users. In Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems (CHI '17). ACM, New York, NY, USA, 4021--4033. Google ScholarDigital Library
- A. Guye-Vuillème, T. K. Capin, S. Pandzic, N. Magnenat Thalmann, and D. Thalmann. 1999. Nonverbal Communication Interface for Collaborative Virtual Environments. Virtual Reality 4, 1 (01 Mar 1999), 49--59. Google ScholarDigital Library
- Koaburo Hachimura, Hiromu Kato, and Hideyuki Tamura. 2004. A Prototype Dance Training Support System with Motion Capture and Mixed Reality Technologies. In 13th IEEE International Workshop on Robot and Human Interactive Communication. IEEE, 217--222.Google ScholarCross Ref
- Edward Twitchell Hall. 1966. The Hidden Dimension. (1966).Google Scholar
- D. Henry and T. Furness. 1993. Spatial Perception in Virtual Environments: Evaluating an Architectural Application. In Proceedings of the 1993 IEEE Virtual Reality Annual International Symposium (VRAIS '93). IEEE Computer Society, Washington, DC, USA, 33--40. Google ScholarDigital Library
- W. A. Ijsselsteijn, Y. A. W. de Kort, and K. Poels. 2013. The Game Experience Questionnaire. (2013).Google Scholar
- Hiroo Iwata. 1999. Walking About Virtual Environments on an Infinite Floor. In Proceedings of the IEEE Virtual Reality (VR '99). IEEE Computer Society, Washington, DC, USA, 286--. http://dl.acm.org/citation.cfm?id=554230.835685 Google ScholarDigital Library
- Hiroo Iwata, Hiroaki Yano, and Fumitaka Nakaizumi. 2001. Gait Master: A Versatile Locomotion Interface for Uneven Virtual Terrain. In Proceedings of the Virtual Reality 2001 Conference (VR'01) (VR '01). IEEE Computer Society, Washington, DC, USA, 131--. http://dl.acm.org/citation.cfm?id=580521.835815 Google ScholarDigital Library
- Mikkel R. Jakobsen and Kasper Hornbæk. 2016. Negotiating for Space?: Collaborative Work Using a Wall Display with Mouse and Touch Input. In Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems (CHI '16). ACM, New York, NY, USA, 2050--2061. Google ScholarDigital Library
- David Kirsh. 2013. Embodied Cognition and the Magical Future of Interaction Design. ACM Trans. Comput.-Hum. Interact. 20, 1, Article 3 (April 2013), 30 pages. Google ScholarDigital Library
- Joan Llobera, Bernhard Spanlang, Giulio Ruffini, and Mel Slater. 2010. Proxemics with Multiple Dynamic Characters in an Immersive Virtual Environment. ACM Trans. Appl. Percept. 8, 1, Article 3 (Nov. 2010), 12 pages. Google ScholarDigital Library
- Michael Meehan. 2001. Physiological Reaction as an Objective Measure of Presence in Virtual Environments. Ph.D. Dissertation. University of North Carolina. Google ScholarDigital Library
- Maurice Merleau-Ponty. 1996. Phenomenology of Perception. Motilal Banarsidass Publishe.Google Scholar
- Teresa Monahan, Gavin McArdle, and Michela Bertolotto. 2008. Virtual reality for collaborative e-learning. Computers & Education 50, 4 (2008), 1339--1353. Google ScholarDigital Library
- Jauvane C. Oliveira, Xiaojun Shen, and Nicolas D Georganas. 2000. Collaborative virtual environment for industrial training and e-commerce. IEEE VRTS 288 (2000).Google Scholar
- Clare Regan. 1995. An Investigation into Nausea and Other Side-effects of Head-coupled Immersive Virtual Reality. Virtual Reality 1, 1 (01 Jun 1995), 17--31. Google ScholarDigital Library
- Roy A. Ruddle and Simon Lessels. 2009. The Benefits of Using a Walking Interface to Navigate Virtual Environments. ACM Trans. Comput.-Hum. Interact. 16, 1, Article 5 (April 2009), 18 pages. Google ScholarDigital Library
- Maria V Sanchez-Vives and Mel Slater. 2005. From presence to consciousness through virtual reality. Nature Reviews Neuroscience 6, 4 (2005), 332--339.Google ScholarCross Ref
- Ralph Schroeder. 2002. Copresence and Interaction in Virtual Environments: An Overview of the Range of Issues. In Presence 2002: Fifth international workshop. 274--295.Google Scholar
- J. Short, E. Williams, and B. Christie. 1976. The Social Psychology of Telecommunications. Wiley.Google Scholar
- Mel Slater. 2009. Place Illusion and Plausibility can Lead to Realistic Behaviour in Immersive Virtual Environments. Philosophical Transactions of the Royal Society of London B: Biological Sciences 364, 1535 (2009), 3549--3557.Google ScholarCross Ref
- Mel Slater and Maria V. Sanchez-Vives. 2016. Enhancing Our Lives with Immersive Virtual Reality. Frontiers in Robotics and AI 3 (2016), 74.Google ScholarCross Ref
- Mel Slater and Martin Usoh. 1993. Representations Systems, Perceptual Position, and Presence in Immersive Virtual Environments. Presence: Teleoperators and Virtual Environments 2, 3 (1993), 221--233. Google ScholarDigital Library
- Mel Slater and Martin Usoh. 1994. Body Centred Interaction in Immersive Virtual environments. Artificial life and virtual reality 1, 1994 (1994), 125--148.Google Scholar
- Mel Slater, Martin Usoh, and Anthony Steed. 1994. Depth of Presence in Virtual Environments. Presence: Teleoper. Virtual Environ. 3, 2 (Jan. 1994), 130--144. Google ScholarDigital Library
- Mel Slater, Martin Usoh, and Anthony Steed. 1995. Taking Steps: The Influence of a Walking Technique on Presence in Virtual Reality. ACM Trans. Comput.-Hum. Interact. 2, 3 (Sept. 1995), 201--219. Google ScholarDigital Library
- Mel Slater and Sylvia Wilbur. 1997. A Framework for Immersive Virtual Environments Five: Speculations on the Role of Presence in Virtual Environments. 6, 6 (Dec. 1997), 603--616. Google ScholarDigital Library
- Misha Sra, Sergio Garrido-Jurado, Chris Schmandt, and Pattie Maes. 2016a. Procedurally Generated Virtual Reality from 3D Reconstructed Physical Space. In Proceedings of the 22Nd ACM Conference on Virtual Reality Software and Technology (VRST '16). ACM, New York, NY, USA, 191--200. Google ScholarDigital Library
- Misha Sra, Dhruv Jain, Arthur Pitzer Caetano, Andres Calvo, Erwin Hilton, and Chris Schmandt. 2016b. Resolving Spatial Variation And Allowing Spectator Participation In Multiplayer VR. In Proceedings of the 29th Annual Symposium on User Interface Software and Technology (UIST '16 Adjunct). ACM, New York, NY, USA, 221--222. Google ScholarDigital Library
- Misha Sra and Chris Schmandt. 2015. MetaSpace: Full-body Tracking for Immersive Multiperson Virtual Reality. In Adjunct Proceedings of the 28th Annual ACM Symposium on User Interface Software & Technology (UIST '15 Adjunct). ACM, New York, NY, USA, 47--48. Google ScholarDigital Library
- STEAM. 2017. Steam Hardware & Software Survey: July 2017. http://store.steampowered.com/hwsurvey. (2017). {Accessed 01-August-2017}.Google Scholar
- Frank Steinicke, Gerd Bruder, Jason Jerald, Harald Frenz, and Markus Lappe. 2010. Estimation of detection thresholds for redirected walking techniques. IEEE transactions on visualization and computer graphics 16, 1 (2010), 17--27. Google ScholarDigital Library
- Jonathan Steuer. 1992. Defining virtual reality: Dimensions determining telepresence. Journal of communication 42, 4 (1992), 73--93.Google ScholarCross Ref
- Haruo Takemura and Fumio Kishino. 1992. Cooperative Work Environment Using Virtual Workspace. In Proceedings of the 1992 ACM Conference on Computer-supported Cooperative Work (CSCW '92). ACM, New York, NY, USA, 226--232. Google ScholarDigital Library
- Martin Usoh, Kevin Arthur, Mary C. Whitton, Rui Bastos, Anthony Steed, Mel Slater, and Frederick P. Brooks, Jr. 1999. Walking > Walking-in-place > Flying, in Virtual Environments. In Proceedings of the 26th Annual Conference on Computer Graphics and Interactive Techniques (SIGGRAPH '99). ACM Press/Addison-Wesley Publishing Co., New York, NY, USA, 359--364. Google ScholarDigital Library
- Mark Ward, Ronald Azuma, Robert Bennett, Stefan Gottschalk, and Henry Fuchs. 1992. A Demonstrated Optical Tracker with Scalable Work Area for Head-mounted Display Systems. In Proceedings of the 1992 Symposium on Interactive 3D Graphics (I3D '92). ACM, New York, NY, USA, 43--52. Google ScholarDigital Library
- Laurie M. Wilcox, Robert S. Allison, Samuel Elfassy, and Cynthia Grelik. 2006. Personal Space in Virtual Reality. ACM Trans. Appl. Percept. 3, 4 (Oct. 2006), 412--428. Google ScholarDigital Library
- Catherine A. Zanbaka, Benjamin C. Lok, Sabarish V. Babu, Amy C. Ulinski, and Larry F. Hodges. 2005. Comparison of Path Visualizations and Cognitive Measures Relative to Travel Technique in a Virtual Environment. IEEE Transactions on Visualization and Computer Graphics 11, 6 (Nov. 2005), 694--705. Google ScholarDigital Library
- Shanyang Zhao. 2003. Toward a Taxonomy of Copresence. Presence: Teleoper. Virtual Environ. 12, 5 (Oct. 2003), 445--455. Google ScholarDigital Library
Index Terms
- Your Place and Mine: Designing a Shared VR Experience for Remotely Located Users
Recommendations
Mini-Me: An Adaptive Avatar for Mixed Reality Remote Collaboration
CHI '18: Proceedings of the 2018 CHI Conference on Human Factors in Computing SystemsWe present Mini-Me, an adaptive avatar for enhancing Mixed Reality (MR) remote collaboration between a local Augmented Reality (AR) user and a remote Virtual Reality (VR) user. The Mini-Me avatar represents the VR user's gaze direction and body gestures ...
Merging environments for shared spaces in mixed reality
VRST '18: Proceedings of the 24th ACM Symposium on Virtual Reality Software and TechnologyIn virtual reality a real walking interface limits the extent of a virtual environment to our local walkable space. As local spaces are specific to each user, sharing a virtual environment with others for collaborative work or games becomes complicated. ...
Snow Dome: A Multi-Scale Interaction in Mixed Reality Remote Collaboration
CHI EA '18: Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing SystemsWe present Snow Dome, a Mixed Reality (MR) remote collaboration application that supports a multi-scale interaction for a Virtual Reality (VR) user. We share a local Augmented Reality (AR) user's reconstructed space with a remote VR user who has an ...
Comments