Go-Through: Disabling Collision to Access Obstructed Paths and Open Occluded Views in Social VR

J. Reinhardt, Katrin Wolf
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引用次数: 3

Abstract

Social Virtual Reality (VR) offers new opportunities for designing social experiences, but at the same time, it challenges the usability of VR as other avatars can block paths and occlude one's avatar's view. In contrast to designing VR similar to the physical reality, we allow avatars to go through and to see through other avatars. In detail, we vary the property of avatars to collide with other avatars. To better understand how such properties should be implemented, we also explore multimodal feedback when avatars collide with each other. Results of a user study show that multimodal feedback on collision yields to a significantly increased sensation of presence in Social VR. Moreover, while the loss of collision (the possibility to go through other avatars) causes a significant decrease of felt co-presence, qualitative feedback showed that the ability to walk through avatars can ease to access spots of interest. Finally, we observed that the purpose of Social VR determines how useful the possibility to walk through avatars is. We conclude with design guidelines that distinguish between Social VR with a priority on social interaction, Social VR supporting education and information, and hybrid Social VR enabling education and information in a social environment.
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通过:禁用碰撞访问受阻的路径和打开封闭的视图在社会VR
社交虚拟现实(VR)为设计社交体验提供了新的机会,但与此同时,它也挑战了VR的可用性,因为其他虚拟化身可能会阻塞路径并遮挡虚拟化身的视野。与设计类似于物理现实的虚拟现实相比,我们允许虚拟人物穿越和看穿其他虚拟人物。具体来说,我们通过改变虚拟人物的属性来与其他虚拟人物发生碰撞。为了更好地理解这些属性应该如何实现,我们还探讨了当化身相互碰撞时的多模态反馈。一项用户研究的结果表明,在社交虚拟现实中,碰撞的多模态反馈显著增加了临场感。此外,虽然失去碰撞(穿越其他虚拟角色的可能性)会导致共同存在感的显著降低,但定性反馈表明,穿越虚拟角色的能力可以轻松访问感兴趣的地点。最后,我们观察到社交虚拟现实的目的决定了穿越虚拟角色的可能性有多有用。我们总结了设计指南,区分了优先考虑社交互动的社交VR,支持教育和信息的社交VR,以及在社交环境中支持教育和信息的混合社交VR。
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