Leyi Ouyang, Bernd Ploderer, Peta Wyeth, Xiao-xuan Wang, R. Brown
This paper describes the design and evaluation of two tangible interaction designs with children aged from three to five years in a pre-school setting. Our aim was to support early music education, especially rhythm, pitch, dynamic and expression practice. Over 10 weeks we conducted cooperative inquiry workshops with 12 children in a pre-school setting which have led to “Music Jars” and “Pass the Parcel”: two tangible designs that combine digital technology and everyday objects to engage children in learning music. Children were invited to share design ideas and their experience with these designs. The results show that curiosity, fantasy, and fellowship are important to design technologies for playful learning with young children.
{"title":"Designing Tangible Interactions with Children for Pre-school Music Education","authors":"Leyi Ouyang, Bernd Ploderer, Peta Wyeth, Xiao-xuan Wang, R. Brown","doi":"10.1145/3441000.3441023","DOIUrl":"https://doi.org/10.1145/3441000.3441023","url":null,"abstract":"This paper describes the design and evaluation of two tangible interaction designs with children aged from three to five years in a pre-school setting. Our aim was to support early music education, especially rhythm, pitch, dynamic and expression practice. Over 10 weeks we conducted cooperative inquiry workshops with 12 children in a pre-school setting which have led to “Music Jars” and “Pass the Parcel”: two tangible designs that combine digital technology and everyday objects to engage children in learning music. Children were invited to share design ideas and their experience with these designs. The results show that curiosity, fantasy, and fellowship are important to design technologies for playful learning with young children.","PeriodicalId":265398,"journal":{"name":"Proceedings of the 32nd Australian Conference on Human-Computer Interaction","volume":"36 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130876824","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
An important yet oft-overlooked front in the scope of interactive media, audio technologies have remained relatively stagnant compared to groundbreaking advancements made in fields such as visual fidelity and virtual reality. This paper explores the use of generative audio within a gaming environment, examining how dynamically-rendered audio can modify the creative pipeline, offer greater flexibility for audio designers, and improve the overall immersion of games and interactive media. A prototype generative audio engine is created, allowing for various musical parameters like tempo and pitch to be changed at runtime. Additionally, bidirectional linking between gameplay and music is explored, allowing player inputs to influence the soundtrack and the soundtrack to trigger or quantize player inputs. The final result, while somewhat limited in scope, demonstrates the potential of partially generative soundtracks to provide greater variety and freedom for audio engineers.
{"title":"Generative Audio and Real-Time Soundtrack Synthesis in Gaming Environments: An exploration of how dynamically rendered soundtracks can introduce new artistic sound design opportunities and enhance the immersion of interactive audio spaces.","authors":"Cameron Bossalini, W. Raffe, J. Garcia","doi":"10.1145/3441000.3441075","DOIUrl":"https://doi.org/10.1145/3441000.3441075","url":null,"abstract":"An important yet oft-overlooked front in the scope of interactive media, audio technologies have remained relatively stagnant compared to groundbreaking advancements made in fields such as visual fidelity and virtual reality. This paper explores the use of generative audio within a gaming environment, examining how dynamically-rendered audio can modify the creative pipeline, offer greater flexibility for audio designers, and improve the overall immersion of games and interactive media. A prototype generative audio engine is created, allowing for various musical parameters like tempo and pitch to be changed at runtime. Additionally, bidirectional linking between gameplay and music is explored, allowing player inputs to influence the soundtrack and the soundtrack to trigger or quantize player inputs. The final result, while somewhat limited in scope, demonstrates the potential of partially generative soundtracks to provide greater variety and freedom for audio engineers.","PeriodicalId":265398,"journal":{"name":"Proceedings of the 32nd Australian Conference on Human-Computer Interaction","volume":"6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134628962","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Vinoth Pandian Sermuga Pandian, Sarah Suleri, C. Beecks, M. Jarke
Transforming lo-fi UI sketches to higher-fidelities is an expensive, time-consuming process that requires significant rework. In this paper, we systematically research utilizing AI to assist the transformation of lo-fi sketches to higher fidelities. To provide this assistance, we introduce MetaMorph, an AI tool to detect the constituent UI elements of lo-fi sketches. To train MetaMorph, we collected the UISketch dataset that contains 6,785 hand-drawn sketches of 21 UI elements, 201 hand-drawn lo-fi sketches, and 125,000 synthetically generated lo-fi sketches. MetaMorph provides 63.5% mAP for hand-drawn lo-fi sketches and 82.9% mAP for synthetic lo-fi sketches. Results from ASQ indicate that designers experience an above-average satisfaction level towards ease of task completion (4.9), time taken (5.3), and supporting information (5.3) upon utilizing AI assistance for transforming lo-fi sketches. Their qualitative feedback indicates that they perceive utilizing AI as a novel and useful approach to transform lo-fi sketches into higher fidelities.
{"title":"MetaMorph: AI Assistance to Transform Lo-Fi Sketches to Higher Fidelities","authors":"Vinoth Pandian Sermuga Pandian, Sarah Suleri, C. Beecks, M. Jarke","doi":"10.1145/3441000.3441030","DOIUrl":"https://doi.org/10.1145/3441000.3441030","url":null,"abstract":"Transforming lo-fi UI sketches to higher-fidelities is an expensive, time-consuming process that requires significant rework. In this paper, we systematically research utilizing AI to assist the transformation of lo-fi sketches to higher fidelities. To provide this assistance, we introduce MetaMorph, an AI tool to detect the constituent UI elements of lo-fi sketches. To train MetaMorph, we collected the UISketch dataset that contains 6,785 hand-drawn sketches of 21 UI elements, 201 hand-drawn lo-fi sketches, and 125,000 synthetically generated lo-fi sketches. MetaMorph provides 63.5% mAP for hand-drawn lo-fi sketches and 82.9% mAP for synthetic lo-fi sketches. Results from ASQ indicate that designers experience an above-average satisfaction level towards ease of task completion (4.9), time taken (5.3), and supporting information (5.3) upon utilizing AI assistance for transforming lo-fi sketches. Their qualitative feedback indicates that they perceive utilizing AI as a novel and useful approach to transform lo-fi sketches into higher fidelities.","PeriodicalId":265398,"journal":{"name":"Proceedings of the 32nd Australian Conference on Human-Computer Interaction","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115885941","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Sami Alkhatib, Jenny Waycott, G. Buchanan, M. Grobler, Shuo Wang
Aged Care Monitoring Devices (ACMDs) collect and share information about older adults to ensure their wellbeing. While monitoring devices enable older adults to live independently at home, they pose significant privacy challenges. Within HCI, research has sought to understand users’ privacy concerns, but technology developers’ perceptions of privacy have been explored less. According to the Privacy by Design (PbD) framework, developers should incorporate privacy safeguards into devices prior to deployment. However, little is known about how this is done in practice. To better understand developers’ views on privacy, we interviewed 12 developers from ACMD companies and found five factors that affect how they address privacy: 1) users’ requirements, 2) presumptions about users’ privacy perceptions, 3) privacy laws and regulations, 4) third-party providers, and 5) financial challenges. These factors interconnect with other internal organisational challenges. Our research demonstrates the constraints that make it difficult for developers to implement PbD in practice.
{"title":"Privacy by Design in Aged Care Monitoring Devices? Well, Not Quite Yet!","authors":"Sami Alkhatib, Jenny Waycott, G. Buchanan, M. Grobler, Shuo Wang","doi":"10.1145/3441000.3441049","DOIUrl":"https://doi.org/10.1145/3441000.3441049","url":null,"abstract":"Aged Care Monitoring Devices (ACMDs) collect and share information about older adults to ensure their wellbeing. While monitoring devices enable older adults to live independently at home, they pose significant privacy challenges. Within HCI, research has sought to understand users’ privacy concerns, but technology developers’ perceptions of privacy have been explored less. According to the Privacy by Design (PbD) framework, developers should incorporate privacy safeguards into devices prior to deployment. However, little is known about how this is done in practice. To better understand developers’ views on privacy, we interviewed 12 developers from ACMD companies and found five factors that affect how they address privacy: 1) users’ requirements, 2) presumptions about users’ privacy perceptions, 3) privacy laws and regulations, 4) third-party providers, and 5) financial challenges. These factors interconnect with other internal organisational challenges. Our research demonstrates the constraints that make it difficult for developers to implement PbD in practice.","PeriodicalId":265398,"journal":{"name":"Proceedings of the 32nd Australian Conference on Human-Computer Interaction","volume":"238 2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121163199","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
B. Schouten, Gwen Klerks, M. D. Hollander, N. B. Hansen
Research collaborations with external partners are becoming the norm in HCI. This tendency has been driven by the fact that HCI does research ’in the wild’, engaging with societal problems, necessitating collaboration with external partners. Despite this interest, little work exists on which concrete approaches HCI researchers can take to make the different goals, resources, and responsibilities towards societal wicked problems align, throughout a research project. In this paper, we propose that design can be used as an approach to facilitate a strong and long-lasting inclusive collaboration with industrial as well as social partners. We do this by analyzing a research project with a major industrial partner on circularity and reflect on this using the theoretical constructs of action design research, concept design, and integrated research spaces.
{"title":"Action Design Research Shaping University-Industry Collaborations for Wicked Problems","authors":"B. Schouten, Gwen Klerks, M. D. Hollander, N. B. Hansen","doi":"10.1145/3441000.3441078","DOIUrl":"https://doi.org/10.1145/3441000.3441078","url":null,"abstract":"Research collaborations with external partners are becoming the norm in HCI. This tendency has been driven by the fact that HCI does research ’in the wild’, engaging with societal problems, necessitating collaboration with external partners. Despite this interest, little work exists on which concrete approaches HCI researchers can take to make the different goals, resources, and responsibilities towards societal wicked problems align, throughout a research project. In this paper, we propose that design can be used as an approach to facilitate a strong and long-lasting inclusive collaboration with industrial as well as social partners. We do this by analyzing a research project with a major industrial partner on circularity and reflect on this using the theoretical constructs of action design research, concept design, and integrated research spaces.","PeriodicalId":265398,"journal":{"name":"Proceedings of the 32nd Australian Conference on Human-Computer Interaction","volume":"81 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126228711","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
This paper proposes a novel method to directly interact with physical content through virtual objects instead of directly using a physical proxy. The physical objects can be virtually triggered and then perform active reactions that conform to general physical laws and user expectations. We designed and implemented a prototype system to enable users to operate a virtual hammer to hit cups with different amounts of water inside. The cups could produce different audio and vibration feedback and water waves in response to the virtual hammer’s collisions. We conducted a pilot study and found that the system could enhance the realism and presence in AR interaction, compared with using a physical proxy.
{"title":"Enhancing Realism and Presence with Active Physical Reactions in Augmented Reality","authors":"Yupeng Hu, Weiping He, Li Zhang, Silian Li","doi":"10.1145/3441000.3441080","DOIUrl":"https://doi.org/10.1145/3441000.3441080","url":null,"abstract":"This paper proposes a novel method to directly interact with physical content through virtual objects instead of directly using a physical proxy. The physical objects can be virtually triggered and then perform active reactions that conform to general physical laws and user expectations. We designed and implemented a prototype system to enable users to operate a virtual hammer to hit cups with different amounts of water inside. The cups could produce different audio and vibration feedback and water waves in response to the virtual hammer’s collisions. We conducted a pilot study and found that the system could enhance the realism and presence in AR interaction, compared with using a physical proxy.","PeriodicalId":265398,"journal":{"name":"Proceedings of the 32nd Australian Conference on Human-Computer Interaction","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126323084","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Christoph Wimmer, Alex Untertrifaller, T. Grechenig
Sketches are an integral part of designing user interfaces and despite advances in design tools, many user interface designers still rely on pen and paper when creating these sketches because of their reliability, familiarity and ease of use. Rough sketches are well suited for quick ideation and experimentation, but are typically lacking in detail, resulting in limited readability and clarity when presented to others. In this paper we present the SketchingInterfaces tool, which uses machine learning to translate hand-drawn UI sketches into high-fidelity UI mockups in real-time. The goals of this tool are the following: (1) to speed up the design process, (2) to allow rapid iteration on near-final design artifacts, (3) to improve group collaboration and (4) to lower the threshold of required design skills. We present the results of a study evaluating the tool with six participants to demonstrate the viability of the approach.
{"title":"SketchingInterfaces: A Tool for Automatically Generating High-Fidelity User Interface Mockups from Hand-Drawn Sketches","authors":"Christoph Wimmer, Alex Untertrifaller, T. Grechenig","doi":"10.1145/3441000.3441015","DOIUrl":"https://doi.org/10.1145/3441000.3441015","url":null,"abstract":"Sketches are an integral part of designing user interfaces and despite advances in design tools, many user interface designers still rely on pen and paper when creating these sketches because of their reliability, familiarity and ease of use. Rough sketches are well suited for quick ideation and experimentation, but are typically lacking in detail, resulting in limited readability and clarity when presented to others. In this paper we present the SketchingInterfaces tool, which uses machine learning to translate hand-drawn UI sketches into high-fidelity UI mockups in real-time. The goals of this tool are the following: (1) to speed up the design process, (2) to allow rapid iteration on near-final design artifacts, (3) to improve group collaboration and (4) to lower the threshold of required design skills. We present the results of a study evaluating the tool with six participants to demonstrate the viability of the approach.","PeriodicalId":265398,"journal":{"name":"Proceedings of the 32nd Australian Conference on Human-Computer Interaction","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129599988","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
The original GameFlow model was first published in 2005 and in the last 15 years it has seen thousands of citations and hundreds of applications to designing and evaluating games and gameful experiences. Previous work has sought to test and validate the model by applying it to different game experiences to further understand those experiences and to expose any weaknesses of the model. In this paper, we survey over 200 applications of GameFlow over the last 15 years, to understand how, where, and why the model has been applied. We found that the model has been applied to a diverse set of experiences, domains, platforms, audiences, and used in a variety of ways. This work lays the foundations for targeting the next version of the GameFlow model towards the most valuable and appropriate applications and to define how it fits within the broader landscape of player experience tools.
{"title":"GameFlow 2020: 15 Years of a Model of Player Enjoyment","authors":"P. Sweetser","doi":"10.1145/3441000.3441048","DOIUrl":"https://doi.org/10.1145/3441000.3441048","url":null,"abstract":"The original GameFlow model was first published in 2005 and in the last 15 years it has seen thousands of citations and hundreds of applications to designing and evaluating games and gameful experiences. Previous work has sought to test and validate the model by applying it to different game experiences to further understand those experiences and to expose any weaknesses of the model. In this paper, we survey over 200 applications of GameFlow over the last 15 years, to understand how, where, and why the model has been applied. We found that the model has been applied to a diverse set of experiences, domains, platforms, audiences, and used in a variety of ways. This work lays the foundations for targeting the next version of the GameFlow model towards the most valuable and appropriate applications and to define how it fits within the broader landscape of player experience tools.","PeriodicalId":265398,"journal":{"name":"Proceedings of the 32nd Australian Conference on Human-Computer Interaction","volume":"2016 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128071049","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Electronic Nicotine Delivery Systems (ENDS), any device that uses aerosolized nicotine for purposes of inhalation, are becoming popular and ubiquitous. As these systems deliver an addictive substance, consumers face a danger of becoming addicted. To understand the motivations and habits surrounding electronic nicotine consumption to aid consumers manage their vaping behavior, we conducted a literature review (N=72) and collected data using an online survey (N = 15). Our specific aim is to identify any triggering factors including physical or physiological states, habits, and contexts associated with ENDS use. Our survey identified several important insights related to e-cigarette consumption: i) contrary to traditional cigarette consumption habits, most participants did not report that there were any habits or contexts associated with their use, ii) most of our participants did not measure vaping in discrete sessions, which is very different from traditional cigarettes, and iii) stress is not a powerful trigger for vaping urges, contrary to traditional cigarettes where stress is considered as one of the key triggering factors. Additionally, we found that the vaping device itself can be used as the most useful device for collecting data on vaping behavior, especially since consumers keep their vaping device on their person or within reach and chest band and wristbands are considered burdensome by the users. These findings have critical implications for the computing community as they indicate that vaping practices and associated habits are significantly different than traditional smoking and warrants developing computational models that would be able to identify vaping triggers, design interventions specific to vaping practices and identify opportune moments to deliver intervention to assist consumers manage their vaping behavior.
{"title":"Investigating Electronic Nicotine Delivery System Use Habits and Contexts: Habits, Locations, and Situations","authors":"Forest Sweeney, Moushumi Sharmin","doi":"10.1145/3441000.3441045","DOIUrl":"https://doi.org/10.1145/3441000.3441045","url":null,"abstract":"Electronic Nicotine Delivery Systems (ENDS), any device that uses aerosolized nicotine for purposes of inhalation, are becoming popular and ubiquitous. As these systems deliver an addictive substance, consumers face a danger of becoming addicted. To understand the motivations and habits surrounding electronic nicotine consumption to aid consumers manage their vaping behavior, we conducted a literature review (N=72) and collected data using an online survey (N = 15). Our specific aim is to identify any triggering factors including physical or physiological states, habits, and contexts associated with ENDS use. Our survey identified several important insights related to e-cigarette consumption: i) contrary to traditional cigarette consumption habits, most participants did not report that there were any habits or contexts associated with their use, ii) most of our participants did not measure vaping in discrete sessions, which is very different from traditional cigarettes, and iii) stress is not a powerful trigger for vaping urges, contrary to traditional cigarettes where stress is considered as one of the key triggering factors. Additionally, we found that the vaping device itself can be used as the most useful device for collecting data on vaping behavior, especially since consumers keep their vaping device on their person or within reach and chest band and wristbands are considered burdensome by the users. These findings have critical implications for the computing community as they indicate that vaping practices and associated habits are significantly different than traditional smoking and warrants developing computational models that would be able to identify vaping triggers, design interventions specific to vaping practices and identify opportune moments to deliver intervention to assist consumers manage their vaping behavior.","PeriodicalId":265398,"journal":{"name":"Proceedings of the 32nd Australian Conference on Human-Computer Interaction","volume":"45 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114571387","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Patrick Aggergaard Olin, Ahmad Mohammad Issa, Tiare M. Feuchtner, Kaj Grønbæk
Collaboration in virtual reality (VR) across heterogeneous devices poses challenges for effectively supporting manipulation, navigation, and communication through different interfaces. We explored these in the design and development of a collaborative VR system that allows interaction through a mobile touchscreen device (Handheld User) and a head-mounted display (HMD User). In a qualitative evaluation, we further analyzed how these interfaces affect social roles and user interactions during collaboration. Our observations reveal that Handheld Users achieved presence in the virtual environment, despite the non-immersive interface, and assumed similar spatial positions in a conversational scenario as they would in the real world. In a collaborative building task, we found leadership roles not tied to immersion, but potentially influenced by users’ eye-level. Further, Handheld Users exhibited stronger movement patterns than HMD Users. Based on such behavioral patterns, we contribute a classification framework for Handheld Users that facilitates future analysis of interactions in shared virtual environments through handheld devices. Finally, we offer several design considerations for collaborative cross-device VR, which are based on our observations and exemplified in our presented system.
{"title":"Designing for Heterogeneous Cross-Device Collaboration and Social Interaction in Virtual Reality","authors":"Patrick Aggergaard Olin, Ahmad Mohammad Issa, Tiare M. Feuchtner, Kaj Grønbæk","doi":"10.1145/3441000.3441070","DOIUrl":"https://doi.org/10.1145/3441000.3441070","url":null,"abstract":"Collaboration in virtual reality (VR) across heterogeneous devices poses challenges for effectively supporting manipulation, navigation, and communication through different interfaces. We explored these in the design and development of a collaborative VR system that allows interaction through a mobile touchscreen device (Handheld User) and a head-mounted display (HMD User). In a qualitative evaluation, we further analyzed how these interfaces affect social roles and user interactions during collaboration. Our observations reveal that Handheld Users achieved presence in the virtual environment, despite the non-immersive interface, and assumed similar spatial positions in a conversational scenario as they would in the real world. In a collaborative building task, we found leadership roles not tied to immersion, but potentially influenced by users’ eye-level. Further, Handheld Users exhibited stronger movement patterns than HMD Users. Based on such behavioral patterns, we contribute a classification framework for Handheld Users that facilitates future analysis of interactions in shared virtual environments through handheld devices. Finally, we offer several design considerations for collaborative cross-device VR, which are based on our observations and exemplified in our presented system.","PeriodicalId":265398,"journal":{"name":"Proceedings of the 32nd Australian Conference on Human-Computer Interaction","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134111528","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}