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Evaluating Shared Surfaces for Co-Located Mixed-Presence Collaboration

Published: 25 November 2018 Publication History

Abstract

When wearing a head-mounted display (HMD) in everyday environments, interactions with real world bystanders often fail due to the visual barrier. As a result, the HMD user takes off the headset, which ends the virtual reality (VR) experience. We address this problem by providing a shared surface with the same content for both users, which is located at the same physical position in the real and the virtual world. In a between-subject user study (N = 40), we investigate the effects of a shared surface for short-term collaboration in co-located mixed-presence scenarios. We compare (a) real-world collaboration, (b) having a shared surface only and (c) combining the shared surface with an avatar representation of the real world user in VR. We could show that shared surfaces are helpful for mixed-presence collaboration. Adding an avatar in VR improves performance measures such as task-completion time, error rate and number of clarifying questions. To support future work in this field, we finally propose design implications and research directions.

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  • (2024)Understanding user experience, task performance, and task interdependence in symmetric and asymmetric VR collaborationsVirtual Reality10.1007/s10055-024-01072-229:1Online publication date: 5-Dec-2024
  • (2023)A Scoping Survey on Cross-reality SystemsACM Computing Surveys10.1145/361653656:4(1-38)Online publication date: 21-Oct-2023
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    cover image ACM Other conferences
    MUM '18: Proceedings of the 17th International Conference on Mobile and Ubiquitous Multimedia
    November 2018
    548 pages
    ISBN:9781450365949
    DOI:10.1145/3282894
    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 the author(s) 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].

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    Publication History

    Published: 25 November 2018

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    Author Tags

    1. Collaboration
    2. Head-Mounted Displays
    3. Mixed-Presence

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    MUM '18 Paper Acceptance Rate 37 of 82 submissions, 45%;
    Overall Acceptance Rate 190 of 465 submissions, 41%

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    Cited By

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    • (2024)Exploring the Impact of Bidirectional Interactions Between VR and SAR on Cultural ExhibitionProceedings of the 19th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and its Applications in Industry10.1145/3703619.3706044(1-8)Online publication date: 1-Dec-2024
    • (2024)Understanding user experience, task performance, and task interdependence in symmetric and asymmetric VR collaborationsVirtual Reality10.1007/s10055-024-01072-229:1Online publication date: 5-Dec-2024
    • (2023)A Scoping Survey on Cross-reality SystemsACM Computing Surveys10.1145/361653656:4(1-38)Online publication date: 21-Oct-2023
    • (2023)Facilitated model-based reasoning in immersive virtual reality: Meaning-making and embodied interactions with dynamic processesInternational Journal of Computer-Supported Collaborative Learning10.1007/s11412-023-09396-y18:2(203-230)Online publication date: 9-Aug-2023
    • (2022)Exploring Cues and Signaling to Improve Cross-Reality Interruptions2022 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct)10.1109/ISMAR-Adjunct57072.2022.00179(827-832)Online publication date: Oct-2022
    • (2021)Observing Virtual Avatars: The Impact of Avatars’ Fidelity on Identifying InteractionsProceedings of the 24th International Academic Mindtrek Conference10.1145/3464327.3464329(154-164)Online publication date: 1-Jun-2021
    • (2021)Feels like Team Spirit: Biometric and Strategic Interdependence in Asymmetric Multiplayer VR GamesProceedings of the 2021 CHI Conference on Human Factors in Computing Systems10.1145/3411764.3445492(1-15)Online publication date: 6-May-2021
    • (2021)Diegetic Representations for Seamless Cross-Reality Interruptions2021 IEEE International Symposium on Mixed and Augmented Reality (ISMAR)10.1109/ISMAR52148.2021.00047(310-319)Online publication date: Oct-2021
    • (2020)ShARe: Enabling Co-Located Asymmetric Multi-User Interaction for Augmented Reality Head-Mounted DisplaysProceedings of the 33rd Annual ACM Symposium on User Interface Software and Technology10.1145/3379337.3415843(459-471)Online publication date: 20-Oct-2020
    • (2020)Seamless, Bi-directional Transitions along the Reality-Virtuality Continuum: A Conceptualization and Prototype Exploration2020 IEEE International Symposium on Mixed and Augmented Reality (ISMAR)10.1109/ISMAR50242.2020.00067(412-424)Online publication date: Nov-2020
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