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ExpressiveWorld: Detachable Expressions for VR Collaboration

Published: 23 November 2024 Publication History

Abstract

VR collaboration enables users to express their emotions through visual cues. Although various techniques for representing emotions have been proposed, the impact of different representation locations on their effectiveness remains unclear. This research investigates how reprojecting a collaborator’s emotions to various locations can enhance the reception of affective cues in VR collaboration. We introduce ExpressiveWorld, a customizable collaborative space that allows VR users to configure both the type and location of their partner’s emotion representations. Our system provides four representations methods: 3D head models, emojis, visual effects, and vibrotactile feedback, representing five distinct emotions: Neutral, Happy, Angry, Sad, and Surprised. These representations can be reprojected onto the user’s or partner’s hand and task objects within the VR environment. With the ability to customize their emotional representations and positions on or off independently, users can create up to 84 different configurations. This flexibility helps VR users maintain focus on tasks while achieving emotional understanding and consensus with their partners.

References

[1]
Wesley Brants, Bonita Sharif, and Alexander Serebrenik. 2019. Assessing the Meaning of Emojis for Emotional Awareness - A Pilot Study. In Companion Proceedings of The 2019 World Wide Web Conference (San Francisco, USA) (WWW ’19). Association for Computing Machinery, New York, NY, USA, 419–423.
[2]
Arindam Dey, Hao Chen, Mark Billinghurst, and Robert W. Lindeman. 2018. Effects of Manipulating Physiological Feedback in Immersive Virtual Environments. In Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play (Melbourne, VIC, Australia) (CHI PLAY ’18). Association for Computing Machinery, New York, NY, USA, 101–111.
[3]
Seungwon Kim, Mark Billinghurst, Gun Lee, and Weidong Huang. 2020. Gaze window: A new gaze interface showing relevant content close to the gaze point. Journal of the Society for Information Display 28, 12 (2020), 979–996.
[4]
Rukshani Somarathna, Tomasz Bednarz, and Gelareh Mohammadi. 2023. Virtual Reality for Emotion Elicitation – A Review. IEEE Transactions on Affective Computing 14, 4 (2023), 2626–2645.

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Published In

cover image ACM Conferences
SA '24: SIGGRAPH Asia 2024 XR
December 2024
70 pages
ISBN:9798400711411
DOI:10.1145/3681759
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(s).

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 23 November 2024

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Author Tags

  1. Emotion
  2. Visual Cue
  3. Virtual Collaboration
  4. VR
  5. Emoji
  6. Effect

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  • Abstract

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SA '24
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SA '24: SIGGRAPH Asia 2024 XR
December 3 - 6, 2024
Tokyo, Japan

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Overall Acceptance Rate 178 of 869 submissions, 20%

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