Cone of Vision as a Behavioural Cue for VR Collaboration

Author:

Bovo Riccardo1,Giunchi Daniele2,Alebri Muna2,Steed Anthony2,Costanza Enrico2,Heinis Thomas1

Affiliation:

1. Imperial College London, London, United Kingdom

2. University College London, London, United Kingdom

Abstract

Mutual awareness of visual attention is essential for collaborative work. In the field of collaborative virtual environments (CVE), it has been proposed to use Field-of-View (FoV) frustum visualisations as a cue to support mutual awareness during collaboration. Recent studies on FoV frustum visualisations focus on asymmetric collaboration with AR/VR hardware setups and 3D reconstructed environments. In contrast, we focus on the general-purpose CVEs (i.e., VR shared offices), whose popularity is increasing due to the availability of low-cost headsets, and the restrictions imposed by the pandemic. In these CVEs collaboration roles are symmetrical, and the same 2D content available on desktop computers is displayed on 2D surfaces in a 3D space (VR screens). We prototyped one such CVE to evaluate FoV frustrum visualisation within this collaboration scenario. We also implement a FoV visualisation generated from an average fixation map (AFM), therefore directly generated by users' gaze behaviour which we call Cone of Vision (CoV). Our approach to displaying the frustum visualisations is tailored for 2D surfaces in 3D space and allows for self-awareness of this visual cue. We evaluate CoV in the context of a general exploratory data analysis (EDA) with 10 pairs of participants. Our findings indicate that CoV is beneficial during shifts between independent and collaborative work and supports collaborative progression across the visualisation. Self-perception of the CoV improves visual attention coupling, reduces the number of times users watch the collaborator's avatars and offers a consistent representation of the shared reality.

Funder

ICASE award

Publisher

Association for Computing Machinery (ACM)

Subject

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

Reference85 articles.

1. Verge-it: Gaze Interaction for a Binocular Head-Worn Display using Modulated Disparity Vergence Eye Movement

2. Thomas Alsop . 2021. Virtual reality (VR) headset unit sales worldwide in 4th quarter 2019 and 4th quarter 2020 , by device. https://www.statista.com/statistics/987701/vr-unit-sales-brand/ Thomas Alsop. 2021. Virtual reality (VR) headset unit sales worldwide in 4th quarter 2019 and 4th quarter 2020, by device. https://www.statista.com/statistics/987701/vr-unit-sales-brand/

3. Anand Agarwala; Jinha Lee. 2021. Spatial.io. https://spatial.io/ Anand Agarwala; Jinha Lee. 2021. Spatial.io. https://spatial.io/

4. Chris Anton and Rasmus Larsen. 2021. meetinvr. (2021). https://www.meetinvr.com/ Chris Anton and Rasmus Larsen. 2021. meetinvr. (2021). https://www.meetinvr.com/

5. Interaction techniques using head gaze for virtual reality

Cited by 3 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. How Gaze Visualization Facilitates Initiation of Informal Communication in 3D Virtual Spaces;ACM Transactions on Computer-Human Interaction;2023-11-29

2. Speech-Augmented Cone-of-Vision for Exploratory Data Analysis;Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems;2023-04-19

3. VR Almost There: Simulating Co-located Multiplayer Experiences in Social Virtual Reality;Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems;2023-04-19

同舟云学术

1.学者识别学者识别

2.学术分析学术分析

3.人才评估人才评估

"同舟云学术"是以全球学者为主线,采集、加工和组织学术论文而形成的新型学术文献查询和分析系统,可以对全球学者进行文献检索和人才价值评估。用户可以通过关注某些学科领域的顶尖人物而持续追踪该领域的学科进展和研究前沿。经过近期的数据扩容,当前同舟云学术共收录了国内外主流学术期刊6万余种,收集的期刊论文及会议论文总量共计约1.5亿篇,并以每天添加12000余篇中外论文的速度递增。我们也可以为用户提供个性化、定制化的学者数据。欢迎来电咨询!咨询电话:010-8811{复制后删除}0370

www.globalauthorid.com

TOP

Copyright © 2019-2024 北京同舟云网络信息技术有限公司
京公网安备11010802033243号  京ICP备18003416号-3