skip to main content
10.1145/3641825.3687722acmconferencesArticle/Chapter ViewAbstractPublication PagesvrstConference Proceedingsconference-collections
research-article
Open access

Exploring User Placement for VR Remote Collaboration in a Constrained Passenger Space

Published: 09 October 2024 Publication History

Abstract

Extended Reality (XR) offers the potential to transform the passenger experience by allowing users to inhabit varied virtual spaces for entertainment, work or social interaction, whilst escaping the constrained transit environment. XR allows remote collaborators to feel like they are together and enables them to perform complex 3D tasks. However, the social and physical constraints of the passenger space pose unique challenges to productive and socially acceptable collaboration. Using a collaborative VR puzzle task, we examined the effects of five different f-formations of collaborator placement and orientation in an interactive workspace on social presence, task workload, and implications for social acceptability. Our quantitative and qualitative results showed that face-to-face formations were preferred for tasks with a high need for verbal communication but may lead to social collisions, such as inadvertently staring at a neighbouring passenger, or physical intrusions, such as gesturing in another passenger’s personal space. More restrictive f-formations, however, were preferred for passenger use as they caused fewer intrusions on other passengers’ visual and physical space.

References

[1]
2019. A survey on 3d virtual object manipulation: From the desktop to immersive virtual environments. In Computer graphics forum, Vol. 38. Wiley Online Library, 21–45.
[2]
Rafael Kuffner dos Anjos, Maurício Sousa, Daniel Mendes, Daniel Medeiros, Mark Billinghurst, Craig Anslow, and Joaquim Jorge. 2019. Adventures in hologram space: exploring the design space of eye-to-eye volumetric telepresence. In Proceedings of the 25th ACM Symposium on Virtual Reality Software and Technology. 1–5.
[3]
Laura Bajorunaite, Stephen Brewster, and Julie R. Williamson. 2022. “Reality Anchors”: Bringing Cues from Reality into VR on Public Transport to Alleviate Safety and Comfort Concerns. In Extended Abstracts of the 2022 CHI Conference on Human Factors in Computing Systems (New Orleans, LA, USA) (CHI EA ’22). Association for Computing Machinery, New York, NY, USA, Article 383, 6 pages. https://doi.org/10.1145/3491101.3519696
[4]
Till Ballendat, Nicolai Marquardt, and Saul Greenberg. 2010. Proxemic interaction: designing for a proximity and orientation-aware environment. In ACM International Conference on Interactive Tabletops and Surfaces. 121–130.
[5]
Frank Biocca, Chad Harms, and Jenn Gregg. 2001. The networked minds measure of social presence: Pilot test of the factor structure and concurrent validity. In 4th annual international workshop on presence, Philadelphia, PA. 1–9.
[6]
Bill Buxton. 2009. Mediaspace–meaningspace–meetingspace. Media space 20+ years of mediated life (2009), 217–231.
[7]
VR Chat. 2023. VR Chat. https://hello.vrchat.com/.
[8]
Fabio Cofano, Giuseppe Di Perna, Marco Bozzaro, Alessandro Longo, Nicola Marengo, Francesco Zenga, Nicola Zullo, Matteo Cavalieri, Luca Damiani, Daniya J Boges, 2021. Augmented reality in medical practice: from spine surgery to remote assistance. Frontiers in Surgery 8 (2021), 657901.
[9]
Ben J Congdon, Tuanfeng Wang, and Anthony Steed. 2018. Merging environments for shared spaces in mixed reality. In Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology. 1–8.
[10]
Rui de Klerk, André Mendes Duarte, Daniel Pires Medeiros, José Pinto Duarte, Joaquim Jorge, and Daniel Simões Lopes. 2019. Usability studies on building early stage architectural models in virtual reality. Automation in Construction 103 (2019), 104–116.
[11]
Carmine Elvezio, Mengu Sukan, Ohan Oda, Steven Feiner, and Barbara Tversky. 2017. Remote collaboration in AR and VR using virtual replicas. In ACM SIGGRAPH 2017 VR Village. 1–2.
[12]
Catarina G Fidalgo, Maurício Sousa, Daniel Mendes, Rafael Kuffner Dos Anjos, Daniel Medeiros, Karan Singh, and Joaquim Jorge. 2023. Magic: Manipulating avatars and gestures to improve remote collaboration. In 2023 IEEE Conference Virtual Reality and 3D User Interfaces (VR). IEEE, 438–448.
[13]
Denise Y. Geiskkovitch, Daniel J. Rea, Agape Y. Seo, Stela H. Seo, Brittany Postnikoff, and James E. Young. 2020. Where Should I Sit? Exploring the Impact of Seating Arrangement in a Human-Robot Collaborative Task. In Proceedings of the 8th International Conference on Human-Agent Interaction (Virtual Event, USA) (HAI ’20). Association for Computing Machinery, New York, NY, USA, 41–49. https://doi.org/10.1145/3406499.3415080
[14]
Jiangtao Gong, Jingjing Sun, Mengdi Chu, Xiaoye Wang, Minghao Luo, Yi Lu, Liuxin Zhang, Yaqiang Wu, Qianying Wang, and Can Liu. 2023. Side-by-Side vs Face-to-Face: Evaluating Colocated Collaboration via a Transparent Wall-sized Display. Proceedings of the ACM on Human-Computer Interaction 7, CSCW1 (2023), 1–29.
[15]
Saul Greenberg, Nicolai Marquardt, Till Ballendat, Rob Diaz-Marino, and Miaosen Wang. 2011. Proxemic interactions: the new ubicomp?interactions 18, 1 (2011), 42–50.
[16]
Jens Emil Grønbæk, Mille Skovhus Knudsen, Kenton O’Hara, Peter Gall Krogh, Jo Vermeulen, and Marianne Graves Petersen. 2020. Proxemics Beyond Proximity: Designing for Flexible Social Interaction Through Cross-Device Interaction. In Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems (Honolulu, HI, USA) (CHI ’20). Association for Computing Machinery, New York, NY, USA, 1–14. https://doi.org/10.1145/3313831.3376379
[17]
Edward Twitchell Hall. 1966. The hidden dimension. Vol. 609. Garden City, NY: Doubleday.
[18]
M. Haller, M. Billinghurst, J. Leithinger, D. Leitner, and T. Seifried. 2005. Coeno: Enhancing Face-to-Face Collaboration. In Proceedings of the 2005 International Conference on Augmented Tele-Existence (Christchurch, New Zealand) (ICAT ’05). Association for Computing Machinery, New York, NY, USA, 40–47. https://doi.org/10.1145/1152399.1152408
[19]
Philipp Hock, Sebastian Benedikter, Jan Gugenheimer, and Enrico Rukzio. 2017. CarVR: Enabling In-Car Virtual Reality Entertainment. In Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems (Denver, Colorado, USA) (CHI ’17). Association for Computing Machinery, New York, NY, USA, 4034–4044. https://doi.org/10.1145/3025453.3025665
[20]
Kevin Huang, Jiannan Li, Mauricio Sousa, and Tovi Grossman. 2022. ImmersivePOV: Filming How-To Videos with a Head-Mounted 360° Action Camera. In Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems (New Orleans, LA, USA) (CHI ’22). Association for Computing Machinery, New York, NY, USA, Article 91, 13 pages. https://doi.org/10.1145/3491102.3517468
[21]
Hayley Hung and Ben Kröse. 2011. Detecting F-formations as dominant sets. In Proceedings of the 13th International Conference on Multimodal Interfaces (Alicante, Spain) (ICMI ’11). Association for Computing Machinery, New York, NY, USA, 231–238. https://doi.org/10.1145/2070481.2070525
[22]
Hiroshi Ishii and Minoru Kobayashi. 1992. Clearboard: A seamless medium for shared drawing and conversation with eye contact. In Proceedings of the SIGCHI conference on Human factors in computing systems. 525–532.
[23]
Adam Kendon. 2010. Spacing and Orientation in Co-present Interaction. Springer Berlin Heidelberg, Berlin, Heidelberg, 1–15. https://doi.org/10.1007/978-3-642-12397-9_1
[24]
Konstantina Kilteni, Raphaela Groten, and Mel Slater. 2012. The sense of embodiment in virtual reality. Presence: Teleoperators and Virtual Environments 21, 4 (2012), 373–387.
[25]
Joseph J LaViola Jr, Ernst Kruijff, Ryan P McMahan, Doug Bowman, and Ivan P Poupyrev. 2017. 3D user interfaces: theory and practice. Addison-Wesley Professional.
[26]
Jingyi Li, Ceenu George, Andrea Ngao, Kai Holländer, Stefan Mayer, and Andreas Butz. 2021. Rear-seat productivity in virtual reality: Investigating vr interaction in the confined space of a car. Multimodal Technologies and Interaction 5, 4 (2021), 15.
[27]
Jingyi Li, Yong Ma, Puzhen Li, and Andreas Butz. 2021. A Journey Through Nature: Exploring Virtual Restorative Environments as a Means to Relax in Confined Spaces. Association for Computing Machinery, New York, NY, USA. https://doi-org.emedien.ub.uni-muenchen.de/10.1145/3450741.3465248
[28]
Jingyi Li, Luca Woik, and Andreas Butz. 2022. Designing mobile mr workspaces: Effects of reality degree and spatial configuration during passenger productivity in hmds. Proceedings of the ACM on Human-Computer Interaction 6, MHCI (2022), 1–17.
[29]
Nicolai Marquardt and Saul Greenberg. 2015. Proxemic interactions: From theory to practice. Synthesis Lectures on Human-Centered Informatics 8, 1 (2015), 1–199.
[30]
Nicolai Marquardt, Ken Hinckley, and Saul Greenberg. 2012. Cross-device interaction via micro-mobility and f-formations. In Proceedings of the 25th annual ACM symposium on User interface software and technology. 13–22.
[31]
Paul Marshall, Yvonne Rogers, and Nadia Pantidi. 2011. Using F-formations to analyse spatial patterns of interaction in physical environments. In Proceedings of the ACM 2011 conference on Computer supported cooperative work. 445–454.
[32]
Mark McGill, Roderick Murray-Smith, Daniel Boland, and Stephen A. Brewster. 2015. A Dose of Reality: Overcoming Usability Challenges in VR Head-Mounted Displays. In Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems (Seoul, Republic of Korea) (CHI EA ’15). Association for Computing Machinery, New York, NY, USA, 177. https://doi.org/10.1145/2702613.2732491
[33]
Mark McGill, Graham Wilson, Daniel Medeiros, and Stephen Anthony Brewster. 2022. Passengxr: A low cost platform for any-car, multi-user, motion-based passenger xr experiences. In Proceedings of the 35th Annual ACM Symposium on User Interface Software and Technology. 1–15.
[34]
Daniel Medeiros, Rafael Dos Anjos, Nadia Pantidi, Kun Huang, Maurício Sousa, Craig Anslow, and Joaquim Jorge. 2021. Promoting reality awareness in virtual reality through proxemics. In 2021 IEEE Virtual Reality and 3D User Interfaces (VR). IEEE, 21–30.
[35]
Daniel Medeiros, Romane Dubus, Julie Williamson, Graham Wilson, Katharina Pohlmann, and Mark McGill. 2023. Surveying the Social Comfort of Body, Device, and Environment-Based Augmented Reality Interactions in Confined Passenger Spaces Using Mixed Reality Composite Videos. Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies 7, 3 (2023), 1–35.
[36]
Daniel Medeiros, Mark McGill, Alexander Ng, Robert McDermid, Nadia Pantidi, Julie Williamson, and Stephen Brewster. 2022. From Shielding to Avoidance: Passenger Augmented Reality and the Layout of Virtual Displays for Productivity in Shared Transit. IEEE Transactions on Visualization and Computer Graphics (2022).
[37]
Daniel Medeiros, Graham Wilson, Mark Mcgill, and Stephen Anthony Brewster. 2023. The Benefits of Passive Haptics and Perceptual Manipulation for Extended Reality Interactions in Constrained Passenger Spaces. In Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems. 1–19.
[38]
Alexander Ng, Daniel Medeiros, Mark McGill, Julie Williamson, and Stephen Brewster. 2021. The Passenger Experience of Mixed Reality Virtual Display Layouts in Airplane Environments. In 2021 IEEE International Symposium on Mixed and Augmented Reality (ISMAR). IEEE, 265–274.
[39]
Catherine S. Oh, Jeremy N. Bailenson, and Gregory F. Welch. 2018. A Systematic Review of Social Presence: Definition, Antecedents, and Implications. Frontiers in Robotics and AI 5 (2018). https://doi.org/10.3389/frobt.2018.00114
[40]
Joseph O’Hagan, Julie R. Williamson, Florian Mathis, Mohamed Khamis, and Mark McGill. 2023. Re-Evaluating VR User Awareness Needs During Bystander Interactions. In Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems (Hamburg, Germany) (CHI ’23). Association for Computing Machinery, New York, NY, USA, Article 876, 17 pages. https://doi.org/10.1145/3544548.3581018
[41]
Pablo E. Paredes, Stephanie Balters, Kyle Qian, Elizabeth L. Murnane, Francisco Ordóñez, Wendy Ju, and James A. Landay. 2018. Driving with the Fishes: Towards Calming and Mindful Virtual Reality Experiences for the Car. Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies 2, 4 (Dec. 2018), 1–21. https://doi.org/10.1145/3287062
[42]
Leonardo Pavanatto, Chris North, Doug A. Bowman, Carmen Badea, and Richard Stoakley. 2021. Do we still need physical monitors? An evaluation of the usability of AR virtual monitors for productivity work. In 2021 IEEE Virtual Reality and 3D Spatial Interfaces (VR). IEEE, 759–767. https://doi.org/10/gj3dh5
[43]
Thammathip Piumsomboon, Arindam Day, Barrett Ens, Youngho Lee, Gun Lee, and Mark Billinghurst. 2017. Exploring enhancements for remote mixed reality collaboration. In SIGGRAPH Asia 2017 Mobile Graphics & Interactive Applications. ACM, 16.
[44]
Alberto Raposo, Ismael Santos, Luciano Soares, Gustavo Wagner, Eduardo Corseuil, and Marcelo Gattass. 2009. Environ: integrating VR and CAD in engineering projects. IEEE Computer Graphics and Applications 29, 6 (2009), 91–95.
[45]
Thereza Schmelter and Kristian Hildebrand. 2020. Analysis of Interaction Spaces for VR in Public Transport Systems. In 2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW). IEEE, Atlanta, GA, USA, 279–280. https://doi.org/10.1109/VRW50115.2020.00058
[46]
Stacey D Scott, M Sheelagh T Carpendale, and Kori Inkpen. 2004. Territoriality in collaborative tabletop workspaces. In Proceedings of the 2004 ACM conference on Computer supported cooperative work. 294–303.
[47]
Robert Sommer. 1967. Sociofugal Space. Amer. J. Sociology 72, 6 (1967), 654–660. https://doi.org/10.1086/224402 arXiv:https://doi.org/10.1086/224402
[48]
Maurício Sousa, Rafael Kufner dos Anjos, Daniel Mendes, Mark Billinghurst, and Joaquim Jorge. 2019. Warping deixis: distorting gestures to enhance collaboration. In Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems. 1–12.
[49]
Maurício Sousa, Daniel Mendes, Daniel Medeiros, Alfredo Ferreira, João Madeiras Pereira, and Joaquim Jorge. 2016. Remote proxemics. Collaboration meets interactive spaces (2016), 47–73.
[50]
Theophilus Teo, Louise Lawrence, Gun A Lee, Mark Billinghurst, and Matt Adcock. 2019. Mixed Reality Remote Collaboration Combining 360 Video and 3D Reconstruction. In Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems. ACM, 201.
[51]
Henry Togwell, Mark McGill, Graham Wilson, Daniel Medeiros, and Stephen Anthony Brewster. 2022. In-car gaming: Exploring the use of ar headsets to leverage passenger travel environments for mixed reality gameplay. In CHI Conference on Human Factors in Computing Systems Extended Abstracts. 1–7.
[52]
Wen-Jie Tseng, Elise Bonnail, Mark McGill, Mohamed Khamis, Eric Lecolinet, Samuel Huron, and Jan Gugenheimer. 2022. The Dark Side of Perceptual Manipulations in Virtual Reality. In Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems (New Orleans, LA, USA) (CHI ’22). Association for Computing Machinery, New York, NY, USA, Article 612, 15 pages. https://doi.org/10.1145/3491102.3517728
[53]
Neil Vaughan, Bodgan Gabrys, and Venketesh N Dubey. 2016. An overview of self-adaptive technologies within virtual reality training. Computer Science Review 22 (2016), 65–87.
[54]
Jo Vermeulen, Kris Luyten, Karin Coninx, Nicolai Marquardt, and Jon Bird. 2015. Proxemic flow: Dynamic peripheral floor visualizations for revealing and mediating large surface interactions. In IFIP Conference on Human-Computer Interaction. Springer, 264–281.
[55]
Daniel Vogel and Ravin Balakrishnan. 2004. Interactive public ambient displays: transitioning from implicit to explicit, public to personal, interaction with multiple users. In Proceedings of the 17th annual ACM symposium on User interface software and technology. 137–146.
[56]
Laura Watts and John Urry. 2008. Moving Methods, Travelling Times. Environment and Planning D: Society and Space 26, 5 (2008), 860–874. https://doi.org/10.1068/d6707 arXiv:https://doi.org/10.1068/d6707
[57]
Julie R Williamson, Mark McGill, and Khari Outram. 2019. Planevr: social acceptability of virtual reality for aeroplane passengers. In Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems. 1–14.
[58]
Graham Wilson, Mark McGill, Daniel Medeiros, and Stephen Brewster. 2023. A Lack of Restraint: Comparing Virtual Reality Interaction Techniques for Constrained Transport Seating. IEEE Transactions on Visualization and Computer Graphics 29, 5 (2023), 2390–2400.
[59]
Tzong-Hann Wu, Feng Wu, Ci-Jyun Liang, Yi-Fen Li, Ching-Mei Tseng, and Shih-Chung Kang. 2019. A virtual reality tool for training in global engineering collaboration. Universal Access in the Information Society 18 (2019), 243–255.
[60]
Cindy Ziker, Barbara Truman, and Heather Dodds. 2021. Cross reality (XR): Challenges and opportunities across the spectrum. Innovative learning environments in STEM higher education: Opportunities, challenges, and looking forward (2021), 55–77.

Recommendations

Comments

Information & Contributors

Information

Published In

cover image ACM Conferences
VRST '24: Proceedings of the 30th ACM Symposium on Virtual Reality Software and Technology
October 2024
633 pages
ISBN:9798400705359
DOI:10.1145/3641825
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].

Sponsors

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 09 October 2024

Permissions

Request permissions for this article.

Check for updates

Badges

  • Best Paper

Author Tags

  1. Collaboration
  2. Constrained Spaces
  3. Mixed Reality
  4. Passenger Spaces
  5. Social Acceptability
  6. Virtual Reality

Qualifiers

  • Research-article
  • Research
  • Refereed limited

Funding Sources

Conference

VRST '24

Acceptance Rates

Overall Acceptance Rate 66 of 254 submissions, 26%

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • 0
    Total Citations
  • 327
    Total Downloads
  • Downloads (Last 12 months)327
  • Downloads (Last 6 weeks)77
Reflects downloads up to 05 Mar 2025

Other Metrics

Citations

View Options

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

HTML Format

View this article in HTML Format.

HTML Format

Login options

Figures

Tables

Media

Share

Share

Share this Publication link

Share on social media