Understanding Immersive Experiences

会議の名前
CHI 2024
Fast-Forward Reality: Authoring Error-Free Context-Aware Policies with Real-Time Unit Tests in Extended Reality
要旨

Advances in ubiquitous computing have enabled end-user authoring of context-aware policies (CAPs) that control smart devices based on specific contexts of the user and environment. However, authoring CAPs accurately and avoiding run-time errors is challenging for end-users as it is difficult to foresee CAP behaviors under complex real-world conditions. We propose Fast-Forward Reality, an Extended Reality (XR) based authoring workflow that enables end-users to iteratively author and refine CAPs by validating their behaviors via simulated unit test cases. We develop a computational approach to automatically generate test cases based on the authored CAP and the user's context history. Our system delivers each test case with immersive visualizations in XR, facilitating users to verify the CAP behavior and identify necessary refinements. We evaluated Fast-Forward Reality in a user study (N=12). Our authoring and validation process improved the accuracy of CAPs and the users provided positive feedback on the system usability.

著者
Xun Qian
Reality Labs Research, Redmond, Washington, United States
Tianyi Wang
Reality Labs Research, Redmond, Washington, United States
Xuhai "Orson" Xu
Meta Platform, Redmond, Washington, United States
Tanya R.. Jonker
Meta Inc., Redmond, Washington, United States
Kashyap Todi
Reality Labs Research, Redmond, Washington, United States
論文URL

https://doi.org/10.1145/3613904.3642158

動画
Predicting the Noticeability of Dynamic Virtual Elements in Virtual Reality
要旨

While Virtual Reality (VR) systems can present virtual elements such as notifications anywhere, designing them so they are not missed by or distracting to users is highly challenging for content creators. To address this challenge, we introduce a novel approach to predict the noticeability of virtual elements. It computes the visual saliency distribution of what users see, and analyzes the temporal changes of the distribution with respect to the dynamic virtual elements that are animated. The computed features serve as input for a long short-term memory (LSTM) model that predicts whether a virtual element will be noticed. Our approach is based on data collected from 24 users in different VR environments performing tasks such as watching a video or typing. We evaluate our approach (n = 12), and show that it can predict the timing of when users notice a change to a virtual element within 2.56 sec compared to a ground truth, and demonstrate the versatility of our approach with a set of applications. We believe that our predictive approach opens the path for computational design tools that assist VR content creators in creating interfaces that automatically adapt virtual elements based on noticeability.

著者
Zhipeng Li
Carnegie Mellon University, Pittsburgh, Pennsylvania, United States
Yi Fei Cheng
Carnegie Mellon University, Pittsburgh, Pennsylvania, United States
Yukang Yan
Carnegie Mellon University, Pittsburgh, Pennsylvania, United States
David Lindlbauer
Carnegie Mellon University, Pittsburgh, Pennsylvania, United States
論文URL

https://doi.org/10.1145/3613904.3642399

動画
Just Undo It: Exploring Undo Mechanics in Multi-User Virtual Reality
要旨

With the proliferation of VR and a metaverse on the horizon, many multi-user activities are migrating to the VR world, calling for effective collaboration support. As one key feature, traditional collaborative systems provide users with undo mechanics to reverse errors and other unwanted changes. While undo has been extensively researched in this domain and is now considered industry standard, it is strikingly absent for VR systems in research and industry. This work addresses this research gap by exploring different undo techniques for basic object manipulation in different collaboration modes in VR. We conducted a study involving 32 participants organized in teams of two. Here, we studied users' performance and preferences in a tower stacking task, varying the available undo techniques and their mode of collaboration. The results suggest that users desire and use undo in VR and that the choice of the undo technique impacts users' performance and social connection.

著者
Julian Rasch
LMU Munich, Munich, Germany
Florian Perzl
LMU Munich, Munich, Germany
Yannick Weiss
LMU Munich, Munich, Germany
Florian Müller
LMU Munich, Munich, Germany
論文URL

https://doi.org/10.1145/3613904.3642864

動画