Performer vs. observer: whose comfort level should we consider when examining the social acceptability of input modalities for head-worn display?

F. Alallah, Ali Neshati, Y. Sakamoto, Khalad Hasan, E. Lank, Andrea Bunt, Pourang Irani
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引用次数: 39

Abstract

The popularity of head-worn displays (HWD) technologies such as Virtual Reality (VR) and Augmented Reality (AR) headsets is growing rapidly. To predict their commercial success, it is essential to understand the acceptability of these new technologies, along with new methods to interact with them. In this vein, the evaluation of social acceptability of interactions with these technologies has received significant attention, particularly from the performer's (i.e., user's) viewpoint. However, little work has considered social acceptability concerns from observers' (i.e., spectators') perspective. Although HWDs are designed to be personal devices, interacting with their interfaces are often quite noticeable, making them an ideal platform to contrast performer and observer perspectives on social acceptability. Through two studies, this paper contrasts performers' and observers' perspectives of social acceptability interactions with HWDs under different social contexts. Results indicate similarities as well as differences, in acceptability, and advocate for the importance of including both perspectives when exploring social acceptability of emerging technologies. We provide guidelines for understanding social acceptability specifically from the observers' perspective, thus complementing our current practices used for understanding the acceptability of interacting with these devices.
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表演者vs.观察者:在检查头戴式显示器输入方式的社会可接受性时,我们应该考虑谁的舒适程度?
虚拟现实(VR)和增强现实(AR)头显等头戴式显示器(HWD)技术的普及正在迅速增长。为了预测它们的商业成功,有必要了解这些新技术的可接受性,以及与它们交互的新方法。在这种情况下,对与这些技术交互的社会可接受性的评估受到了极大的关注,特别是从执行者(即用户)的角度来看。然而,很少有工作从观察者(即观众)的角度考虑社会可接受性。虽然hwd被设计为个人设备,但与它们的界面交互通常非常明显,使它们成为对比表演者和观察者对社会可接受性的观点的理想平台。本文通过两项研究,对比了不同社会背景下,表现者和观察者对高残障者社会可接受性互动的看法。结果表明了可接受性的相似性和差异性,并提倡在探索新兴技术的社会可接受性时包括两种观点的重要性。我们提供了从观察者的角度来理解社会可接受性的指导方针,从而补充了我们目前用于理解与这些设备交互的可接受性的实践。
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