Hayoun Moon , Mia Saade , Daniel Enriquez , Zachary Duer , Hye Sung Moon , Sang Won Lee , Myounghoon Jeon
{"title":"混合现实艺术作为跨设备用户的共享体验:物化、理解和探索","authors":"Hayoun Moon , Mia Saade , Daniel Enriquez , Zachary Duer , Hye Sung Moon , Sang Won Lee , Myounghoon Jeon","doi":"10.1016/j.ijhcs.2024.103291","DOIUrl":null,"url":null,"abstract":"<div><p>Virtual reality (VR) has opened new possibilities for creative expression, while the 360-degree head-worn display (HWD) delivers a fully immersive experience in the world of art. The immersiveness, however, comes with the cost of blocking out the physical world, including bystanders without an HWD. Therefore, VR experiences in public (e.g., galleries, museums) often lack social interactivity, which plays an important role in forming aesthetic experiences. In the current study, we explored the application of a cross-device mixed reality (MR) platform in the domain of art to enable social and inclusive experiences with artworks that utilize VR technology. Our concept of interest features co-located audiences of HWD and mobile device users who interact across physical and virtual worlds. We conducted focus groups (<em>N</em>=22) and expert interviews (<em>N</em>=7) to identify the concept’s potential scenarios and fundamental components, as well as expected benefits and concerns. We also share our process of creating <em>In-Between Spaces</em>, an interactive artwork in MR that encourages social interactivity among cross-device audiences. Our exploration presents a prospective direction for future VR/MR aesthetic content, especially at public events and exhibitions targeting crowd audiences.</p></div>","PeriodicalId":54955,"journal":{"name":"International Journal of Human-Computer Studies","volume":"190 ","pages":"Article 103291"},"PeriodicalIF":5.3000,"publicationDate":"2024-05-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Mixed-reality art as shared experience for cross-device users: Materialize, understand, and explore\",\"authors\":\"Hayoun Moon , Mia Saade , Daniel Enriquez , Zachary Duer , Hye Sung Moon , Sang Won Lee , Myounghoon Jeon\",\"doi\":\"10.1016/j.ijhcs.2024.103291\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<div><p>Virtual reality (VR) has opened new possibilities for creative expression, while the 360-degree head-worn display (HWD) delivers a fully immersive experience in the world of art. The immersiveness, however, comes with the cost of blocking out the physical world, including bystanders without an HWD. Therefore, VR experiences in public (e.g., galleries, museums) often lack social interactivity, which plays an important role in forming aesthetic experiences. In the current study, we explored the application of a cross-device mixed reality (MR) platform in the domain of art to enable social and inclusive experiences with artworks that utilize VR technology. Our concept of interest features co-located audiences of HWD and mobile device users who interact across physical and virtual worlds. We conducted focus groups (<em>N</em>=22) and expert interviews (<em>N</em>=7) to identify the concept’s potential scenarios and fundamental components, as well as expected benefits and concerns. We also share our process of creating <em>In-Between Spaces</em>, an interactive artwork in MR that encourages social interactivity among cross-device audiences. Our exploration presents a prospective direction for future VR/MR aesthetic content, especially at public events and exhibitions targeting crowd audiences.</p></div>\",\"PeriodicalId\":54955,\"journal\":{\"name\":\"International Journal of Human-Computer Studies\",\"volume\":\"190 \",\"pages\":\"Article 103291\"},\"PeriodicalIF\":5.3000,\"publicationDate\":\"2024-05-31\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"International Journal of Human-Computer Studies\",\"FirstCategoryId\":\"94\",\"ListUrlMain\":\"https://www.sciencedirect.com/science/article/pii/S1071581924000752\",\"RegionNum\":2,\"RegionCategory\":\"计算机科学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q1\",\"JCRName\":\"COMPUTER SCIENCE, CYBERNETICS\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"International Journal of Human-Computer Studies","FirstCategoryId":"94","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S1071581924000752","RegionNum":2,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"COMPUTER SCIENCE, CYBERNETICS","Score":null,"Total":0}
Mixed-reality art as shared experience for cross-device users: Materialize, understand, and explore
Virtual reality (VR) has opened new possibilities for creative expression, while the 360-degree head-worn display (HWD) delivers a fully immersive experience in the world of art. The immersiveness, however, comes with the cost of blocking out the physical world, including bystanders without an HWD. Therefore, VR experiences in public (e.g., galleries, museums) often lack social interactivity, which plays an important role in forming aesthetic experiences. In the current study, we explored the application of a cross-device mixed reality (MR) platform in the domain of art to enable social and inclusive experiences with artworks that utilize VR technology. Our concept of interest features co-located audiences of HWD and mobile device users who interact across physical and virtual worlds. We conducted focus groups (N=22) and expert interviews (N=7) to identify the concept’s potential scenarios and fundamental components, as well as expected benefits and concerns. We also share our process of creating In-Between Spaces, an interactive artwork in MR that encourages social interactivity among cross-device audiences. Our exploration presents a prospective direction for future VR/MR aesthetic content, especially at public events and exhibitions targeting crowd audiences.
期刊介绍:
The International Journal of Human-Computer Studies publishes original research over the whole spectrum of work relevant to the theory and practice of innovative interactive systems. The journal is inherently interdisciplinary, covering research in computing, artificial intelligence, psychology, linguistics, communication, design, engineering, and social organization, which is relevant to the design, analysis, evaluation and application of innovative interactive systems. Papers at the boundaries of these disciplines are especially welcome, as it is our view that interdisciplinary approaches are needed for producing theoretical insights in this complex area and for effective deployment of innovative technologies in concrete user communities.
Research areas relevant to the journal include, but are not limited to:
• Innovative interaction techniques
• Multimodal interaction
• Speech interaction
• Graphic interaction
• Natural language interaction
• Interaction in mobile and embedded systems
• Interface design and evaluation methodologies
• Design and evaluation of innovative interactive systems
• User interface prototyping and management systems
• Ubiquitous computing
• Wearable computers
• Pervasive computing
• Affective computing
• Empirical studies of user behaviour
• Empirical studies of programming and software engineering
• Computer supported cooperative work
• Computer mediated communication
• Virtual reality
• Mixed and augmented Reality
• Intelligent user interfaces
• Presence
...