Designing Guided User Tasks in VR Embodied Experiences

Author:

Wu Hui-Yin1,Robert Florent2,Fafet Théo3,Graulier Brice3,Passin-Cauneau Barthelemy3,Sassatelli Lucile4,Winckler Marco5

Affiliation:

1. Centre Inria d'Université Côte d'Azur, Biot, France

2. Université Côte d'Azur, CNRS, I3S, Inria, Biot, France

3. Université Côte d'Azur, Polytech, Sophia Antipolis, France

4. Université Côte d'Azur, CNRS, I3S, Institut Universitaire de France, Sophia Antipolis, France

5. Université Côte d'Azur, CNRS, I3S, Inria, Sophia Antipolis, France

Abstract

Virtual reality (VR) offers extraordinary opportunities in user behavior research to study and observe how people interact in immersive 3D environments. A major challenge of designing these 3D experiences and user tasks, however, lies in bridging the inter-relational gaps of perception between the designer, the user, and the 3D scene. Paul Dourish identified three gaps of perception: ontology between the scene representation and the user and designer interpretation, intersubjectivity of task communication between designer and user, and intentionality between the user's intentions and designer's interpretations. We present the GUsT-3D framework for designing Guided User Tasks in embodied VR experiences, i.e., tasks that require the user to carry out a series of interactions guided by the constraints of the 3D scene. GUsT-3D is implemented as a set of tools that support a 4-step workflow to (1) annotate entities in the scene with navigation and interaction possibilities, (2) define user tasks with interactive and timing constraints, (3) manage interactions, task validation, and user logging in real-time, and (4) conduct post-scenario analysis through spatio-temporal queries using ontology definitions. To illustrate the diverse possibilities enabled by our framework, we present two case studies with an indoor scene and an outdoor scene, and conducted a formative evaluation involving six expert interviews to assess the framework and the implemented workflow. Analysis of the responses show that the GUsT-3D framework fits well into a designer's creative process, providing a necessary workflow to create, manage, and understand VR embodied experiences.

Funder

Agence Nationale de la Recherche

Publisher

Association for Computing Machinery (ACM)

Subject

Computer Networks and Communications,Human-Computer Interaction,Social Sciences (miscellaneous)

Reference38 articles.

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Cited by 2 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

1. Analysing and Understanding Embodied Interactions in Virtual Reality Systems;Proceedings of the 2023 ACM International Conference on Interactive Media Experiences;2023-06-12

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