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The Shared View Paradigm in Asymmetric Virtual Reality Setups 

i-com: Vol. 19, No. 2 Horst, Robin; Klonowski, Fabio; Rau, Linda; Dörner, Ralf
Asymmetric Virtual Reality (VR) applications are a substantial subclass of multi-user VR that offers not all participants the same interaction possibilities with the virtual scene. While one user might be immersed using a VR head-mounted display (HMD), another user might experience the VR through a common desktop PC. In an educational scenario, for example, learners can use immersive VR technology to inform themselves at different exhibits within a virtual scene. Educators can use a desktop PC setup for following and guiding learners through virtual exhibits and still being able to pay attention to safety aspects in the real world (e. g., avoid learners bumping against a wall). In such scenarios, educators must ensure that learners have explored the entire scene and have been informed about all virtual exhibits in it. According visualization techniques can support educators and facilitate conducting such VR-enhanced lessons. One common technique is to render the view of the learners on the 2D screen available to the educators. We refer to this solution as the shared view paradigm. However, this straightforward visualization involves challenges. For example, educators have no control over the scene and the collaboration of the learning scenario can be tedious. In this paper, we differentiate between two classes of visualizations that can help educators in asymmetric VR setups. First, we investigate five techniques that visualize the view direction or field of view of users (view visualizations) within virtual environments. Second, we propose three techniques that can support educators to understand what parts of the scene learners already have explored (exploration visualization). In a user study, we show that our participants preferred a volume-based rendering and a view-in-view overlay solution for view visualizations. Furthermore, we show that our participants tended to use combinations of different view visualizations....

Investigating the Relationship Between Emotion Recognition Software and Usability Metrics 

i-com: Vol. 19, No. 2 Schmidt, Thomas; Schlindwein, Miriam; Lichtner, Katharina; Wolff, Christian
Due to progress in affective computing, various forms of general purpose sentiment/emotion recognition software have become available. However, the application of such tools in usability engineering (UE) for measuring the emotional state of participants is rarely employed. We investigate if the application of sentiment/emotion ...

appRaiseVR – An Evaluation Framework for Immersive Experiences 

i-com: Vol. 19, No. 2 Wienrich, Carolin; Gramlich, Johanna
VR is evolving into everyday technology. For all diverse application areas, it is essential to understand the user’s condition to ensure a safe, pleasant, and meaningful VR experience. However, VR experience evaluation is still in its infancy. The present paper takes up this research desideratum by conflating diverse expertise and learnings about experience evaluation in general and VR experiences in particular into a systematic evaluation framework (appRaiseVR).</p><p><strong>Method</strong>. To capture diverse expertise, we conducted two focus groups (bottom-up approach) with experts working in different fields of experience evaluation (e. g., Movie Experience, Theatre Experiences). First, we clustered the results of both focus groups. Then, we conflated those results and the learnings about experience evaluation stemming from the field of user experience into the final framework (top-down approach).</p><p><strong>Results</strong>. The framework includes five steps providing high-level guidance through the VR evaluation process. The first three steps support the definition of the experience and evaluation conditions (setting, level, plausibility). The last two steps guide the selection to find an appropriate time course and tools of measure.</p><p><strong>Conclusion</strong>. appRaiseVR offers high-level guidance for evaluators with different expertise and contexts. Finally, establishing similar evaluation procedures might contribute to safe, pleasant, and meaningful VR experiences....

Mixed Reality based Collaboration for Design Processes 

i-com: Vol. 19, No. 2 Hube, Natalie; Müller, Mathias; Lapczyna, Esther; Wojdziak, Jan
Due to constantly and rapidly growing digitization, requirements for international cooperation are changing. Tools for collaborative work such as video telephony are already an integral part of today’s communication across companies. However, these tools are not sufficient to represent the full physical presence of an ...

Communicating Robotic Help Requests: Effects of Eye-Expressions, LED-Lights and Polite Language 

i-com: Vol. 19, No. 2 Westhoven, Martin; Grinten, Tim van der
In this paper we report results from a web- and video-based study on the perception of a request for help from a robot head. Colored lights, eye-expressions and politeness of the used language were varied. We measured effects on expression identification, hedonic user experience, perceived politeness, and help intention. ...

New Digital Realities – Blending our Reality with Virtuality 

i-com: Vol. 19, No. 2 Steinicke, Frank; Wolf, Katrin
New digital reality as a spectrum of technologies and experiences that digitally simulate and extend reality in one way or another across different human senses has received considerable attention in recent years. In particular, we have witnessed great advances in mixed reality (MR) technologies, such as Virtual Reality ...

How Can I Grab That?: Solving Issues of Interaction in VR by Choosing Suitable Selection and Manipulation Techniques 

i-com: Vol. 19, No. 2 Weise, Matthias; Zender, Raphael; Lucke, Ulrike
The selection and manipulation of objects in Virtual Reality face application developers with a substantial challenge as they need to ensure a seamless interaction in three-dimensional space. Assessing the advantages and disadvantages of selection and manipulation techniques in specific scenarios and regarding usability ...

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Author

Dörner, Ralf (1)Gramlich, Johanna (1)Grinten, Tim van der (1)Horst, Robin (1)Hube, Natalie (1)Klonowski, Fabio (1)Lapczyna, Esther (1)Lichtner, Katharina (1)Lucke, Ulrike (1)Müller, Mathias (1)... View More

Subject

Virtual Reality (3)3D Interaction (1)Affective computing (1)Asymmetric Virtual Reality (1)Augmented Reality (1)augmented reality (1)Collaboration (1)Collaborative Immersive Analytics (1)CSCW (1)Design Processes (1)... View More

Date Issued

2020 (7)

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No (7)

About uns | FAQ | Help | Imprint | Datenschutz

Gesellschaft für Informatik e.V. (GI), Kontakt: Geschäftsstelle der GI
Diese Digital Library basiert auf DSpace.