Interaction and Perception in XR

会議の名前
CHI 2023
Imagine That! Imaginative Suggestibility Affects Presence in Virtual Reality
要旨

Personality characteristics can affect how much presence an individual experiences in virtual reality, and researchers have explored how it may be possible to prime users to increase their sense of presence. A personality characteristic that has yet to be explored in the VR literature is imaginative suggestibility, the ability of an individual to successfully experience an imaginary scenario as if it were real. In this paper, we explore how suggestibility and priming affect presence when consulting an ancient oracle in VR as part of an educational experience -- a common VR application. We show for the first time how imaginative suggestibility is a major factor which affects presence and emotions experienced in VR, while priming cues have no effect on participants' (n=128) user experience, contrasting results from prior work. We consider the impacts of these findings for VR design and provide guidelines based on our results.

著者
Crescent Jicol
University of Bath, Bath, United Kingdom
Christopher Clarke
University of Bath, Bath, United Kingdom
Emilia Tor
University of Bath , Bath, United Kingdom
Hiu Lam Yip
University of Bath, Bath, United Kingdom
Jinha Yoon
University of Bath, Bath, Somerset, United Kingdom
Chris Bevan
University of Bristol, Bristol, United Kingdom
Hugh Bowden
King's College London, London, United Kingdom
Elisa Brann
King's College London, London, United Kingdom
Kirsten Cater
University of Bristol, Bristol, United Kingdom
Richard Cole
University of Bristol, Bristol, United Kingdom
Quinton Deeley
King's College London, London, United Kingdom
Esther Eidinow
University of Bristol , Bristol, United Kingdom
Eamonn O'Neill
University of Bath, Bath, United Kingdom
Christof Lutteroth
University of Bath, Bath, United Kingdom
Michael J. Proulx
University of Bath, Bath, United Kingdom
論文URL

https://doi.org/10.1145/3544548.3581212

動画
"Awesomely Freaky!" The Impact of Type on Children's Social-Emotional Perceptions of Virtual Reality Characters
要旨

While VR, through decades of research, has shown to successfully improve young children’s lives, more research needs to examine the appropriateness of VR for children, including its design. The type of character in combination with the perceptual realism of virtual reality (VR) may influence children’s perceptions of VR experiences. A within-participant experiment examined 5- to 9-year-old children’s (N = 25) perceptions of three different character types in VR (i.e., human, animal, and anthropomorphized creature) based on their level of social realism. Results showed that character type impacted children’s (a) social-emotional descriptions of the VR experience, (b) if VR’s realism was an asset or a hindrance, and (c) primed thoughts about fantasy versus reality. However, children experienced the embodiment and personification of the characters similarly across all character types. Finally, children recalled the salient aspects of the characters they remembered and identified elements to improve the VR characters’ design.

著者
Jakki O.. Bailey
University of Texas at Austin, Austin, Texas, United States
Isabella Schloss
University of Texas at Austin, Austin, Texas, United States
論文URL

https://doi.org/10.1145/3544548.3581501

動画
Investigating the Effects of Individual Spatial Abilities on Virtual Reality Object Manipulation
要旨

Object manipulation in 3D space, meaning translating, rotating, and scaling, is ubiquitous in virtual reality (VR), and several interaction techniques have been developed in the past to optimize the task performance and usability. However, preliminary research indicates that individual spatial abilities also have an impact. Yet, it was never investigated if users’ spatial abilities influence VR object manipulation. We assessed this in a user study (N=66) using 21 manipulation tasks defined in a Fitts’ law-related approach. As interaction techniques, we chose gizmos for simultaneously manipulating 1 and 3 degrees of freedom (DOF) and a handle bar metaphor for 7 DOF. Higher spatial abilities resulted in significantly shorter task completion time and more targeted manipulations, while task accuracy was unaffected. However, an optimized interaction technique could compensate individual disadvantages. We propose seven guidelines on spatial abilities in interaction technique design and research to personalize and improve VR applications.

著者
Tobias Drey
Ulm University, Ulm, Germany
Michael Montag
Magdeburg-Stendal University of Applied Science, Magdeburg, Germany
Andrea Vogt
Ulm University, Ulm, Germany
Nico Rixen
Ulm University, Ulm, Germany
Tina Seufert
Ulm University, Ulm, Germany
Steffi Zander
Magdeburg-Stendal University of Applied Science, Magdeburg, Germany
Michael Rietzler
Ulm University, Ulm, Germany
Enrico Rukzio
Ulm University, Ulm, Germany
論文URL

https://doi.org/10.1145/3544548.3581004

動画
TurnAhead: Designing 3-DoF Rotational Haptic Cues to Improve First-person Viewing (FPV) Experiences
要旨

First-Person View (FPV) drone is a recently developed category of drones designed for precision flying and for capturing exhilarating experiences that could not be captured before, such as navigating through tight indoor spaces and flying extremely close to subjects of interest. FPV viewing experiences, while exhilarating, typically have frequent rotations that can lead to visually induced discomfort. We present TurnAhead, which uses 3-DoF rotational haptic cues that correspond to camera rotations to improve the comfort, immersion, and enjoyment of FPV experiences. It uses headset-mounted air jets to provide ungrounded rotational forces and is the first device to support rotation around all 3 axes: yaw, pitch, and roll. We conducted a series of perception and formative studies to explore the design space of timing and intensity of haptic cues, followed by user experience evaluation, for a combined total of 44 participants (n=12, 8, 6, 18). Results showed that TurnAhead significantly improved overall comfort, immersion, and enjoyment, and was preferred by 89% of participants.

受賞
Honorable Mention
著者
Bo-Cheng Ke
National Taiwan University, Taipei, Taiwan
Min-Han Li
National Taiwan University, Taipei, Taiwan
Yu Chen
National Taiwan University, Taipei, Taiwan
Chia-Yu Cheng
National Taiwan University, Taipei, Taiwan
Chiao-Ju Chang
National Taiwan University, Taipei, Taiwan
Yun-Fang Li
National Taiwan University, Taipei, Taiwan
Shun-Yu Wang
National Taiwan University, Taipei, Taiwan
Chiao Fang
National Taiwan University, Taipei, Taiwan
Mike Y.. Chen
National Taiwan University, Taipei, Taiwan
論文URL

https://doi.org/10.1145/3544548.3581443

動画
Realism and Field of View Affect Presence in VR but Not the Way You Think
要旨

Presence is one of the most studied and most important variables in immersive virtual reality (VR) and it influences the effectiveness of many VR applications. Separate bodies of research indicate that presence is determined by (1) technical factors such as the visual realism of a virtual environment (VE) and the field of view (FoV), and (2) human factors such as emotions and agency. However, it remains unknown how technical and human factors may interact in the presence formation process. We conducted a user study (n=360) to investigate the effects of visual realism (high/low), FoV (high/low), emotions (focusing on fear) and agency (yes/no) on presence. Counter to previous assumptions, technical factors did not affect presence directly but were moderated through human factors. We propose TAP-Fear, a structural equation model that describes how design decisions, technical factors and human factors combine and interact in the formation of presence.

著者
Crescent Jicol
University of Bath, Bath, United Kingdom
Christopher Clarke
University of Bath, Bath, United Kingdom
Emilia Tor
University of Bath , Bath, United Kingdom
Rebecca M. Dakin
University of Bath, Bath, United Kingdom
Tom Charlie. Lancaster
University of Bath, Bath, United Kingdom
Sze Tung Chang
University of Bath, Bath, Somerset, United Kingdom
Karin Petrini
University of Bath, Bath, United Kingdom
Eamonn O'Neill
University of Bath, Bath, United Kingdom
Michael J. Proulx
University of Bath, Bath, United Kingdom
Christof Lutteroth
University of Bath, Bath, United Kingdom
論文URL

https://doi.org/10.1145/3544548.3581448

動画
Tailor Twist: Assessing Rotational Mid-Air Interactions for Augmented Reality
要旨

Mid-air gestures, widely used in today's Augmented Reality (AR) applications, are prone to the “gorilla arm” effect, leading to discomfort with prolonged interactions. While prior work has proposed metrics to quantify this effect and means to improve comfort and ergonomics, these works usually only consider simplistic, one-dimensional AR interactions, like reaching for a point or pushing a button. However, interacting with AR environments also involves far more complex tasks, such as rotational knobs, potentially impacting ergonomics. This paper advances the understanding of the ergonomics of rotational mid-air interactions in AR. For this, we contribute the results of a controlled experiment exposing the participants to a rotational task in the interaction space defined by their arms' reach. Based on the results, we discuss how novel future mid-air gesture modalities benefit from our findings concerning ergonomic-aware rotational interaction.

著者
Dominik Schön
Technical University of Darmstadt, Darmstadt, Germany
Thomas Kosch
HU Berlin, Berlin, Germany
Florian Müller
LMU Munich, Munich, Germany
Martin Schmitz
Saarland University, Saarbrücken, Germany
Sebastian Günther
Technical University of Darmstadt, Darmstadt, Germany
Lukas Bommhardt
Technical University of Darmstadt, Darmstadt, Germany
Max Mühlhäuser
TU Darmstadt, Darmstadt, Germany
論文URL

https://doi.org/10.1145/3544548.3581461

動画