November 2024
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7 Reads
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November 2024
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7 Reads
October 2024
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7 Reads
October 2024
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9 Reads
October 2024
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8 Reads
Immersive recordings capture virtual reality interactions and are used in various contexts such as education and entertainment. However, there has been only limited research on requirements and techniques for editing such recordings. We interviewed expert editors of video recordings to understand their workflows, familiarised them with immersive recordings, and asked them about what editing challenges and capabilities they can envision for immersive recordings. The experts identified several functionalities they considered relevant for editing, including viewer placement, control over the viewer’s size, support for live and asynchronous collaboration, and different transition types.
October 2024
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16 Reads
Keeping in social contact with friends and family and engaging in social and enjoyable activities is important for our well-being – especially for older adults, who often live distant from loved ones. A new opportunity is provided by Social VR (SVR) for engaging in shared activities beyond just talk. We present findings from interviews with older and young adults on their needs and desires for social VR, especially regarding the types of activity they would like to engage in. We compare these findings to identify differences, commonalities, and opportunities for inter-generational social VR activities. Despite the favoring of cultural (older) and sport (younger adults) interactions, both users groups preferred low-intensity and game-like activities that allow for ongoing conversation and ’sharing the moment’. Furthermore, ease of use, realistic avatars and the mitigation of age-related differences were core requirements for the older demographic.
September 2024
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79 Reads
IEEE Transactions on Visualization and Computer Graphics
Virtual Reality (VR) has become an important tool for conducting behavioral studies in realistic, reproducible environments. In this paper, we present ISA, an Immersive Study Analyzer system designed for the comprehensive analysis of social VR studies. For in-depth analysis of participant behavior, ISA records all user actions, speech, and the contextual environment of social VR studies. A key feature is the ability to review and analyze such immersive recordings collaboratively in VR, through support of behavioral coding and user-defined analysis queries for efficient identification of complex behavior. Respatialization of the recorded audio streams enables analysts to follow study participants' conversations in a natural and intuitive way. To support phases of close and loosely coupled collaboration, ISA allows joint and individual temporal navigation, and provides tools to facilitate collaboration among users at different temporal positions. An expert review confirms that ISA effectively supports collaborative immersive analysis, providing a novel and effective tool for nuanced understanding of user behavior in social VR studies
June 2024
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31 Reads
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1 Citation
IEEE Transactions on Visualization and Computer Graphics
Collaborative work in social virtual reality often requires an interplay of loosely coupled collaboration from different virtual locations and tightly coupled face-to-face collaboration. Without appropriate system mediation, however, transitioning between these phases requires high navigation and coordination efforts. In this paper, we present an interaction system that allows collaborators in virtual reality to seamlessly switch between different collaboration models known from related work. To this end, we present collaborators with functionalities that let them work on individual sub-tasks in different virtual locations, consult each other using asymmetric interaction patterns while keeping their current location, and temporarily or permanently join each other for face-to-face interaction. We evaluated our methods in a user study with 32 participants working in teams of two. Our quantitative results indicate that delegating the target selection process for a long-distance teleport significantly improves placement accuracy and decreases task load within the team. Our qualitative user feedback shows that our system can be applied to support flexible collaboration. In addition, the proposed interaction sequence received positive evaluations from teams with varying VR experiences.
June 2024
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13 Reads
Virtual Reality (VR) enables users to meet, converse, and collaborate in shared virtual environments. For such commu- nication systems, many system factors can affect user experience and perception. To effectively allocate system resources, under- standing of the relative influence of such factors is required. One important factor is a spatial auralization, which has been shown to elevate users’ experience in traditional and single-user VR systems. However, its effect in multi-party social VR has not been fully investigated. In this work, we conducted a study assessing the effect of spatial audio on audiovisual plausibility and presence perception in a three-user interactive communication scenario. Triads of participants perform a collaborative conversation task under three conditions: a VR condition with binaural spatial audio, a VR condition with simple diotic audio, and a real-world reference condition. This paper presents the results of the study based on questionnaire-based evaluation.
March 2024
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103 Reads
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4 Citations
Spatial audio representations have been shown to positively impact user experience in traditional, non-immersive communication media. While spatial audio also contributes to presence in single-user immersive VR, its impact in virtual communication scenarios has not yet been fully understood. This work aims to further investigate which communication scenarios benefit from spatial audio representations. We present a study in which pairs of interlocutors undertake a collaborative task in an audiovisual Virtual Environment (VE) under different auralization and scene arrangement conditions. The novel task is designed to encourage simultaneous conversation and movement, with the aim of increasing the relevance of spatial hearing. Results are obtained through questionnaires measuring social presence and plausibility, as well as through conversational and behavioral analysis. Although participants are shown to favor binaural auralization over diotic audio in a direct active-listening comparison, no significant differences in social presence, plausibility, or communication behavior could be found. Our results suggest that spatial audio may not affect user experience in dyadic communication scenarios where spatial auditory information is not directly relevant to the considered task.
March 2024
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34 Reads
Standing in a large crowd can be uncomfortable and usually results in other users obstructing the view of the virtual environment. In this paper, we present four techniques designed to improve the user’s view in crowded environments. Inspired by related work on various transparency and clipping techniques, as well as observed user behavior in crowded scenarios, our paper addresses the visibility problem by locally manipulating the appearance of other users. Three of our techniques define a region of interest using a handheld f lashlight metaphor. Depending on the technique, occluding users are either pushed to the side, scaled, or made partially transparent. The fourth technique allows users to vertically adjust their position. A user study with 24 participants found that the transparency technique was advantageous for quick search tasks. However, in a realistic museum setting, no clear favorite could be determined because the techniques make different trade-offs and users weighted these aspects differently. In a final ranking, the vertical position adjustment and transparency techniques were the most popular, but the scaling technique and vertical position adjustment were found to be the most natural.
... Finally, we expected that our users would generally prefer being able to interact in the virtual space over being a passive observer as previous work mentioned users preferring less efficient shared interaction techniques over taking on a passive role in virtual interaction [4,42]. H5 Most participants will prefer the Shared and Parallel over the Role-Based condition. ...
June 2024
IEEE Transactions on Visualization and Computer Graphics
... The expert review aimed to examine the usability and functionality of the ISA system. For evaluation, experts were tasked to analyze an immersive recording of a dyadic VR communication study created by ISA [26]. Participants of this study collaboratively performed a spot-the-difference task where they had to identify differences in icons on boxes placed on two sides of a table, as depicted in Figure 1b. ...
March 2024
... Compared to video conferencing, SVR expands the scope of possible shared experiences, by providing a shared environment and virtual user representations. While previous work has explored the use of VR for shared museum visits [60], the vision of sharing everyday activities in the real world through immersive technology still faces many challenges [55]. Although shared activities in SVR thus usually are purely virtual experiences, they can create new shared memories and strengthen relationship bonds [80]. ...
October 2023
... The last sub-theme explores the role of spatial audio and movement in enhancing collaboration within Social VR environments. Immohr et al. [53] conducted a study comparing VR communication scenarios with spatial and nonspatial audio to face-to-face interactions, measuring social presence and conversational behavior. Although binaural audio showed potential benefits, it did not significantly enhance social presence or alter participant behavior in this specific two-party negotiation task involving apartment room assignments. ...
August 2023
... The digital modeling of humans holds immense potential for the development of innovative applications in extended reality (XR) [62,45,61], where human models can serve as natural and intuitive interfaces. Achieving dynamic modeling and rendering of 3D humans is essential, as individuals are highly sensitive to the intricate appearance of human bodies and faces. ...
March 2023
... Rendered triangles updated an occlusion buffer used to skip occluded octree nodes. Recent work has focused on leveraging parallel execution on GPUs to accelerate computation [6], [8], [26], [29], [34], [45], [54]. However, prior work has assumed that the entire volume fits in the memory of a single GPU [8], [26], [29], [45]. ...
March 2023
... Teleportation has become a widely popular locomotion technique in VR [44], and various implementations have been proposed that enable the user to manipulate different degrees of freedom during the process [3,22,63,64]. While most prior techniques are operated with the handheld controllers that ship with modern VR headsets, a few researchers argue against the use of controllers for locomotion, as prolonged 3D interaction might lead to increased arm fatigue [38], free-hand interaction might be considered more natural and intuitive [8,52], and handheld controllers might have to be kept free for other interaction techniques beyond locomotion [59], such as picking up or carrying virtual objects or firing virtual weapons. ...
May 2023
IEEE Transactions on Visualization and Computer Graphics
... Existing research on this co-locomotion mode typically focuses on three aspects. First, innovative group locomotion methods aim to enhance user locomotion experiences, such as employing group teleportation with formation control to avoid collisions in virtual environments [99], using handshake metaphors for flexible user binding [98], and implementing "magic carpet" combining ground agents with full-body representation for realistic flying [66]. Second, social methods are designed to improve communication of locomotion intentions between users, including visualizing shared locomotion intent [74] and utilizing multi-ray jumping techniques [96]. ...
March 2022
... Teleportation has become a widely popular locomotion technique in VR [44], and various implementations have been proposed that enable the user to manipulate different degrees of freedom during the process [3,22,63,64]. While most prior techniques are operated with the handheld controllers that ship with modern VR headsets, a few researchers argue against the use of controllers for locomotion, as prolonged 3D interaction might lead to increased arm fatigue [38], free-hand interaction might be considered more natural and intuitive [8,52], and handheld controllers might have to be kept free for other interaction techniques beyond locomotion [59], such as picking up or carrying virtual objects or firing virtual weapons. ...
December 2021
... In contrast, automated approaches take full control of the user's virtual movements and move them along a previously defined path [50] or towards objects that are deemed interesting to look at based on a certain heuristic [1]. In multi-user settings, the virtual movements of all members of a group may also be controlled by an expert user to ensure that the group stays together and that the required attentional resources of the passengers are minimized [13,62,65]. However, for both system automation and expert leadership, losing control over their own virtual locomotion might be too invasive for certain users and use cases. ...
March 2021