SeatmateVR: Proxemic Cues for Close Bystander-Awareness in Virtual Reality
Prior research explored ways to alert virtual reality users of bystanders entering the play area from afar. However, in confined social settings like sharing a couch with seatmates, bystanders' proxemic cues, such as distance, are limited during interruptions, posing challenges for proxemic-awa...
Gespeichert in:
Veröffentlicht in: | Proceedings of the ACM on human-computer interaction 2023-10, Vol.7 (ISS), p.266-285, Article 438 |
---|---|
Hauptverfasser: | , , , , |
Format: | Artikel |
Sprache: | eng |
Schlagworte: | |
Online-Zugang: | Volltext |
Tags: |
Tag hinzufügen
Keine Tags, Fügen Sie den ersten Tag hinzu!
|
container_end_page | 285 |
---|---|
container_issue | ISS |
container_start_page | 266 |
container_title | Proceedings of the ACM on human-computer interaction |
container_volume | 7 |
creator | Li, Jingyi Park, Hyerim Welsch, Robin Mayer, Sven Butz, Andreas |
description | Prior research explored ways to alert virtual reality users of bystanders entering the play area from afar. However, in confined social settings like sharing a couch with seatmates, bystanders' proxemic cues, such as distance, are limited during interruptions, posing challenges for proxemic-aware systems. To address this, we investigated three visualizations, using a 2D animoji, a fully-rendered avatar, and their combination, to gradually share bystanders' orientation and location during interruptions. In a user study (N=22), participants played virtual reality games while responding to questions from their seatmates. We found that the avatar preserved game experiences yet did not support the fast identification of seatmates as the animoji did. Instead, users preferred the mixed visualization, where they found the seatmate's orientation cues instantly in their view and were gradually guided to the person's actual location. We discuss implications for fine-grained proxemic-aware virtual reality systems to support interaction in constrained social spaces. |
doi_str_mv | 10.1145/3626474 |
format | Article |
fullrecord | <record><control><sourceid>acm_cross</sourceid><recordid>TN_cdi_crossref_primary_10_1145_3626474</recordid><sourceformat>XML</sourceformat><sourcesystem>PC</sourcesystem><sourcerecordid>3626474</sourcerecordid><originalsourceid>FETCH-LOGICAL-a121t-80f01292770496755688345b1741858ba54dd42fcaecdc00bc293df1a4722dce3</originalsourceid><addsrcrecordid>eNpNkM1LxDAUxIMouKyLd0-5eaq-pEnTeluLnywoq-61vCavUGm3kmTR_veu7CqeZmB-DMMwdirgQgilL9NMZsqoAzaR2qQJCCUP__ljNgvhHQBErkEXcsIeXwhjj5FWyyv-7Icv6lvLyw0F3gyel90QiF-PIeLakU_mn-hpTSHwds1XrY8b7PiSsGvjeMKOGuwCzfY6ZW-3N6_lfbJ4unso54sEhRQxyaEBIQtpDKgiM1pneZ4qXQujtqvyGrVyTsnGIllnAWori9Q1ApWR0llKp-x812v9EIKnpvrwbY9-rARUPy9U-xe25NmORNv_Qb_hN6ujVYg</addsrcrecordid><sourcetype>Aggregation Database</sourcetype><iscdi>true</iscdi><recordtype>article</recordtype></control><display><type>article</type><title>SeatmateVR: Proxemic Cues for Close Bystander-Awareness in Virtual Reality</title><source>ACM Digital Library Complete</source><creator>Li, Jingyi ; Park, Hyerim ; Welsch, Robin ; Mayer, Sven ; Butz, Andreas</creator><creatorcontrib>Li, Jingyi ; Park, Hyerim ; Welsch, Robin ; Mayer, Sven ; Butz, Andreas</creatorcontrib><description>Prior research explored ways to alert virtual reality users of bystanders entering the play area from afar. However, in confined social settings like sharing a couch with seatmates, bystanders' proxemic cues, such as distance, are limited during interruptions, posing challenges for proxemic-aware systems. To address this, we investigated three visualizations, using a 2D animoji, a fully-rendered avatar, and their combination, to gradually share bystanders' orientation and location during interruptions. In a user study (N=22), participants played virtual reality games while responding to questions from their seatmates. We found that the avatar preserved game experiences yet did not support the fast identification of seatmates as the animoji did. Instead, users preferred the mixed visualization, where they found the seatmate's orientation cues instantly in their view and were gradually guided to the person's actual location. We discuss implications for fine-grained proxemic-aware virtual reality systems to support interaction in constrained social spaces.</description><identifier>ISSN: 2573-0142</identifier><identifier>EISSN: 2573-0142</identifier><identifier>DOI: 10.1145/3626474</identifier><language>eng</language><publisher>New York, NY, USA: ACM</publisher><subject>Human-centered computing ; Virtual reality</subject><ispartof>Proceedings of the ACM on human-computer interaction, 2023-10, Vol.7 (ISS), p.266-285, Article 438</ispartof><rights>ACM</rights><lds50>peer_reviewed</lds50><woscitedreferencessubscribed>false</woscitedreferencessubscribed><cites>FETCH-LOGICAL-a121t-80f01292770496755688345b1741858ba54dd42fcaecdc00bc293df1a4722dce3</cites><orcidid>0000-0002-7255-7890 ; 0000-0002-3315-1855 ; 0000-0002-9007-9888 ; 0000-0001-5462-8782 ; 0009-0006-4877-2255</orcidid></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktopdf>$$Uhttps://dl.acm.org/doi/pdf/10.1145/3626474$$EPDF$$P50$$Gacm$$H</linktopdf><link.rule.ids>314,780,784,2282,27924,27925,40196,76228</link.rule.ids></links><search><creatorcontrib>Li, Jingyi</creatorcontrib><creatorcontrib>Park, Hyerim</creatorcontrib><creatorcontrib>Welsch, Robin</creatorcontrib><creatorcontrib>Mayer, Sven</creatorcontrib><creatorcontrib>Butz, Andreas</creatorcontrib><title>SeatmateVR: Proxemic Cues for Close Bystander-Awareness in Virtual Reality</title><title>Proceedings of the ACM on human-computer interaction</title><addtitle>ACM PACMHCI</addtitle><description>Prior research explored ways to alert virtual reality users of bystanders entering the play area from afar. However, in confined social settings like sharing a couch with seatmates, bystanders' proxemic cues, such as distance, are limited during interruptions, posing challenges for proxemic-aware systems. To address this, we investigated three visualizations, using a 2D animoji, a fully-rendered avatar, and their combination, to gradually share bystanders' orientation and location during interruptions. In a user study (N=22), participants played virtual reality games while responding to questions from their seatmates. We found that the avatar preserved game experiences yet did not support the fast identification of seatmates as the animoji did. Instead, users preferred the mixed visualization, where they found the seatmate's orientation cues instantly in their view and were gradually guided to the person's actual location. We discuss implications for fine-grained proxemic-aware virtual reality systems to support interaction in constrained social spaces.</description><subject>Human-centered computing</subject><subject>Virtual reality</subject><issn>2573-0142</issn><issn>2573-0142</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2023</creationdate><recordtype>article</recordtype><recordid>eNpNkM1LxDAUxIMouKyLd0-5eaq-pEnTeluLnywoq-61vCavUGm3kmTR_veu7CqeZmB-DMMwdirgQgilL9NMZsqoAzaR2qQJCCUP__ljNgvhHQBErkEXcsIeXwhjj5FWyyv-7Icv6lvLyw0F3gyel90QiF-PIeLakU_mn-hpTSHwds1XrY8b7PiSsGvjeMKOGuwCzfY6ZW-3N6_lfbJ4unso54sEhRQxyaEBIQtpDKgiM1pneZ4qXQujtqvyGrVyTsnGIllnAWori9Q1ApWR0llKp-x812v9EIKnpvrwbY9-rARUPy9U-xe25NmORNv_Qb_hN6ujVYg</recordid><startdate>20231031</startdate><enddate>20231031</enddate><creator>Li, Jingyi</creator><creator>Park, Hyerim</creator><creator>Welsch, Robin</creator><creator>Mayer, Sven</creator><creator>Butz, Andreas</creator><general>ACM</general><scope>AAYXX</scope><scope>CITATION</scope><orcidid>https://orcid.org/0000-0002-7255-7890</orcidid><orcidid>https://orcid.org/0000-0002-3315-1855</orcidid><orcidid>https://orcid.org/0000-0002-9007-9888</orcidid><orcidid>https://orcid.org/0000-0001-5462-8782</orcidid><orcidid>https://orcid.org/0009-0006-4877-2255</orcidid></search><sort><creationdate>20231031</creationdate><title>SeatmateVR: Proxemic Cues for Close Bystander-Awareness in Virtual Reality</title><author>Li, Jingyi ; Park, Hyerim ; Welsch, Robin ; Mayer, Sven ; Butz, Andreas</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-a121t-80f01292770496755688345b1741858ba54dd42fcaecdc00bc293df1a4722dce3</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2023</creationdate><topic>Human-centered computing</topic><topic>Virtual reality</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Li, Jingyi</creatorcontrib><creatorcontrib>Park, Hyerim</creatorcontrib><creatorcontrib>Welsch, Robin</creatorcontrib><creatorcontrib>Mayer, Sven</creatorcontrib><creatorcontrib>Butz, Andreas</creatorcontrib><collection>CrossRef</collection><jtitle>Proceedings of the ACM on human-computer interaction</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Li, Jingyi</au><au>Park, Hyerim</au><au>Welsch, Robin</au><au>Mayer, Sven</au><au>Butz, Andreas</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>SeatmateVR: Proxemic Cues for Close Bystander-Awareness in Virtual Reality</atitle><jtitle>Proceedings of the ACM on human-computer interaction</jtitle><stitle>ACM PACMHCI</stitle><date>2023-10-31</date><risdate>2023</risdate><volume>7</volume><issue>ISS</issue><spage>266</spage><epage>285</epage><pages>266-285</pages><artnum>438</artnum><issn>2573-0142</issn><eissn>2573-0142</eissn><abstract>Prior research explored ways to alert virtual reality users of bystanders entering the play area from afar. However, in confined social settings like sharing a couch with seatmates, bystanders' proxemic cues, such as distance, are limited during interruptions, posing challenges for proxemic-aware systems. To address this, we investigated three visualizations, using a 2D animoji, a fully-rendered avatar, and their combination, to gradually share bystanders' orientation and location during interruptions. In a user study (N=22), participants played virtual reality games while responding to questions from their seatmates. We found that the avatar preserved game experiences yet did not support the fast identification of seatmates as the animoji did. Instead, users preferred the mixed visualization, where they found the seatmate's orientation cues instantly in their view and were gradually guided to the person's actual location. We discuss implications for fine-grained proxemic-aware virtual reality systems to support interaction in constrained social spaces.</abstract><cop>New York, NY, USA</cop><pub>ACM</pub><doi>10.1145/3626474</doi><tpages>20</tpages><orcidid>https://orcid.org/0000-0002-7255-7890</orcidid><orcidid>https://orcid.org/0000-0002-3315-1855</orcidid><orcidid>https://orcid.org/0000-0002-9007-9888</orcidid><orcidid>https://orcid.org/0000-0001-5462-8782</orcidid><orcidid>https://orcid.org/0009-0006-4877-2255</orcidid></addata></record> |
fulltext | fulltext |
identifier | ISSN: 2573-0142 |
ispartof | Proceedings of the ACM on human-computer interaction, 2023-10, Vol.7 (ISS), p.266-285, Article 438 |
issn | 2573-0142 2573-0142 |
language | eng |
recordid | cdi_crossref_primary_10_1145_3626474 |
source | ACM Digital Library Complete |
subjects | Human-centered computing Virtual reality |
title | SeatmateVR: Proxemic Cues for Close Bystander-Awareness in Virtual Reality |
url | https://sfx.bib-bvb.de/sfx_tum?ctx_ver=Z39.88-2004&ctx_enc=info:ofi/enc:UTF-8&ctx_tim=2025-01-04T20%3A08%3A11IST&url_ver=Z39.88-2004&url_ctx_fmt=infofi/fmt:kev:mtx:ctx&rfr_id=info:sid/primo.exlibrisgroup.com:primo3-Article-acm_cross&rft_val_fmt=info:ofi/fmt:kev:mtx:journal&rft.genre=article&rft.atitle=SeatmateVR:%20Proxemic%20Cues%20for%20Close%20Bystander-Awareness%20in%20Virtual%20Reality&rft.jtitle=Proceedings%20of%20the%20ACM%20on%20human-computer%20interaction&rft.au=Li,%20Jingyi&rft.date=2023-10-31&rft.volume=7&rft.issue=ISS&rft.spage=266&rft.epage=285&rft.pages=266-285&rft.artnum=438&rft.issn=2573-0142&rft.eissn=2573-0142&rft_id=info:doi/10.1145/3626474&rft_dat=%3Cacm_cross%3E3626474%3C/acm_cross%3E%3Curl%3E%3C/url%3E&disable_directlink=true&sfx.directlink=off&sfx.report_link=0&rft_id=info:oai/&rft_id=info:pmid/&rfr_iscdi=true |