Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                
skip to main content
10.1145/3334480.3382826acmconferencesArticle/Chapter ViewAbstractPublication PageschiConference Proceedingsconference-collections
abstract

It's Not Always Better When We're Together: Effects of Being Accompanied in Virtual Reality

Published: 25 April 2020 Publication History

Abstract

Virtual reality (VR) enables immersive applications that make rich content available independent of time and space. By replacing or supplementing physical face-to-face meetings, VR could also radically change how we socially interact with others. Despite this potential, the effect of transferring physical collaborative experience into a virtual one is unclear. Therefore, we investigated the experience differences between a collaborative virtual environment (CVE) and a physical environment. We used a museum visit as a task since it is a typical social experience and a promising use case for VR. 48 participants experienced the task in real and virtual environments, either alone or with a partner. Despite the potential of CVEs, we found that being in a virtual environment has adverse effects on the experience which is reinforced by being in the environment with another person. Based on quantitative and qualitative results, we provide recommendations for the design of future multi-user virtual environments.

References

[1]
Jeremy N Bailenson, Kim Swinth, Crystal Hoyt, Susan Persky, Alex Dimov, and Jim Blascovich. 2005. The independent and interactive effects of embodied-agent appearance and behavior on self-report, cognitive, and behavioral markers of copresence in immersive virtual environments. Presence: Teleoperators & Virtual Environments 14, 4 (2005), 379--393.
[2]
Fabio Bruno, Stefano Bruno, Giovanna De Sensi, Maria-Laura Luchi, Stefania Mancuso, and Maurizio Muzzupappa. 2010. From 3D reconstruction to virtual reality: A complete methodology for digital archaeological exhibition. Journal of Cultural Heritage 11, 1 (2010), 42--49.
[3]
Marco A Bühler and Anouk Lamontagne. 2018. Circumvention of pedestrians while walking in virtual and physical environments. IEEE transactions on neural systems and rehabilitation engineering 26, 9 (2018), 1813--1822.
[4]
Marcello Carrozzino and Massimo Bergamasco. 2010. Beyond virtual museums: Experiencing immersive virtual reality in real museums. Journal of Cultural Heritage 11, 4 (2010), 452--458.
[5]
Luigina Ciolfi and Liam Bannon. 2002. Designing Interactive Museum Exhibits: Enhancing visitor curiosity through augmented artefacts. In Eleventh European Conference on Cognitive Ergonomics. 7.
[6]
Christopher Codella, Reza Jalili, Lawrence Koved, J. Bryan Lewis, Daniel T. Ling, James S. Lipscomb, David A. Rabenhorst, Chu P. Wang, Alan Norton, Paula Sweeney, and et al. 1992. Interactive Simulation in a Multi-Person Virtual World. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '92). ACM, NY, NY, USA, 329--334.
[7]
Nicoletta Di Blas and Caterina Poggi. 2006. 3D for Cultural heritage and education: evaluating the impact. In Museums and the Web 2006. Archives and Museums Informatics, 141--150.
[8]
John H Falk, Carol Scott, Lynn Dierking, Leonie Rennie, and Mika Cohen Jones. 2004. Interactives and visitor learning. Curator: The Museum Journal 47, 2 (2004), 171--198.
[9]
Armin Grün, Fabio Remondino, and Li Zhang. 2004. Photogrammetric reconstruction of the great Buddha of Bamiyan, Afghanistan. The Photogrammetric Record 19, 107 (2004), 177--199.
[10]
Olof Hagsand. 1996. Interactive multiuser VEs in the DIVE system. IEEE multimedia 3, 1 (1996), 30--39.
[11]
Hsiu-Mei Huang, Ulrich Rauch, and Shu-Sheng Liaw. 2010. Investigating learners' attitudes toward virtual reality learning environments: Based on a constructivist approach. Computers & Education 55, 3 (2010), 1171--1182.
[12]
Jason Jerald. 2015. The VR book: Human-centered design for virtual reality. Morgan & Claypool.
[13]
Chris Joslin, Igor S Pandzic, and Nadia Magnenat Thalmann. 2003. Trends in networked collaborative virtual environments. Computer Communications 26, 5 (2003), 430--437.
[14]
Marc Levoy, Kari Pulli, Brian Curless, Szymon Rusinkiewicz, David Koller, Lucas Pereira, Matt Ginzton, Sean Anderson, James Davis, Jeremy Ginsberg, and et al. 2000. The Digital Michelangelo Project: 3D Scanning of Large Statues. In Proceedings of the 27th Annual Conference on Computer Graphics and Interactive Techniques (SIGGRAPH '00). ACM Press/Addison-Wesley Publishing Co., USA, 131--144.
[15]
Nadia Magnenat-Thalmann and George Papagiannakis. 2005. Virtual worlds and augmented reality in cultural heritage applications. Recording, modeling and visualization of cultural heritage (2005), 419--430.
[16]
Gyata Mehta and Varsha Mokhasi. 2014. Item analysis of multiple choice questions-an assessment of the assessment tool. International Journal of Health Sciences & Research 4, 7 (2014), 197--202.
[17]
Masahiro Mori, Karl F. MacDorman, and Norri Kageki. 2012. The Uncanny Valley [From the Field]. IEEE Robotics Automation Magazine 19, 2 (June 2012), 98--100.
[18]
David M Pearlman and Nicholas A Gates. 2010. Hosting business meetings and special events in virtual worlds: A fad or the future?. In Journal of Convention & Event Tourism, Vol. 11. Taylor & Francis, 247--265.
[19]
Sandra Poeschl-Guenther and Nicola Doering. 2015. Measuring Co-Presence and Social Presence in Virtual Environments - Psychometric Construction of a German Scale for a Fear of Public Speaking Scenario. Annual Review of CyberTherapy and Telemedicine 13 (01 2015), 58--63.
[20]
Ferran Argelaguet Sanz, Anne-Hélène Olivier, Gerd Bruder, Julien Pettré, and Anatole Lécuyer. 2015. Virtual proxemics: Locomotion in the presence of obstacles in large immersive projection environments. In 2015 IEEE Virtual Reality (VR). IEEE, 75--80.
[21]
Thomas Schubert, Frank Friedmann, and Holger Regenbrecht. 2001. The experience of presence: Factor analytic insights. Presence: Teleoperators & Virtual Environments 10, 3 (2001), 266--281.
[22]
Valentin Schwind, Katrin Wolf, and Niels Henze. 2018. Avoiding the Uncanny Valley in Virtual Character Design. Interactions 25, 5 (Aug. 2018), 45--49.
[23]
Haruo Takemura and Fumio Kishino. 1992. Cooperative Work Environment Using Virtual Workspace. In Proceedings of the 1992 ACM Conference on Computer-Supported Cooperative Work (CSCW '92). ACM, NY, NY, USA, 226--232.
[24]
Dirk Vom Lehn, Christian Heath, and Jon Hindmarsh. 2001. Exhibiting interaction: Conduct and collaboration in museums and galleries. Symbolic interaction 24, 2 (2001), 189--216.
[25]
Adrian West and Roger Hubbold. 2001. System challenges for collaborative virtual environments. In collaborative virtual environments. Springer, 43--54.
[26]
Jacob O. Wobbrock, Leah Findlater, Darren Gergle, and James J. Higgins. 2011. The Aligned Rank Transform for Nonparametric Factorial Analyses Using Only Anova Procedures. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '11). ACM, NY, NY, USA, 143--146.

Cited By

View all
  • (2023)The Silence of Art: Investigating the Emotional Experience of a Virtual Museum by Facial Expression AnalysisExtended Reality10.1007/978-3-031-43404-4_19(302-312)Online publication date: 6-Sep-2023
  • (2021)Reading in VR: The Effect of Text Presentation Type and LocationProceedings of the 2021 CHI Conference on Human Factors in Computing Systems10.1145/3411764.3445606(1-10)Online publication date: 6-May-2021

Index Terms

  1. It's Not Always Better When We're Together: Effects of Being Accompanied in Virtual Reality

      Recommendations

      Comments

      Information & Contributors

      Information

      Published In

      cover image ACM Conferences
      CHI EA '20: Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems
      April 2020
      4474 pages
      ISBN:9781450368193
      DOI:10.1145/3334480
      Permission to make digital or hard copies of part or all 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 third-party components of this work must be honored. For all other uses, contact the Owner/Author.

      Sponsors

      Publisher

      Association for Computing Machinery

      New York, NY, United States

      Publication History

      Published: 25 April 2020

      Check for updates

      Author Tags

      1. co-presence
      2. collaborative virtual reality
      3. museum
      4. social experience
      5. virtual avatar
      6. virtual reality

      Qualifiers

      • Abstract

      Conference

      CHI '20
      Sponsor:

      Acceptance Rates

      Overall Acceptance Rate 6,164 of 23,696 submissions, 26%

      Contributors

      Other Metrics

      Bibliometrics & Citations

      Bibliometrics

      Article Metrics

      • Downloads (Last 12 months)56
      • Downloads (Last 6 weeks)5
      Reflects downloads up to 04 Oct 2024

      Other Metrics

      Citations

      Cited By

      View all
      • (2023)The Silence of Art: Investigating the Emotional Experience of a Virtual Museum by Facial Expression AnalysisExtended Reality10.1007/978-3-031-43404-4_19(302-312)Online publication date: 6-Sep-2023
      • (2021)Reading in VR: The Effect of Text Presentation Type and LocationProceedings of the 2021 CHI Conference on Human Factors in Computing Systems10.1145/3411764.3445606(1-10)Online publication date: 6-May-2021

      View Options

      Get Access

      Login 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

      Media

      Figures

      Other

      Tables

      Share

      Share

      Share this Publication link

      Share on social media