Exploring Metaphorical Transformations of a Safety Boundary Wall in Virtual Reality
Author:
Qin Haozhao1, Qin Yechang1, Su Jianchun1, Tian Yang1ORCID
Affiliation:
1. Guangxi Key Laboratory of Multimedia Communications and Network Technology, School of Computer, Electronics and Information, Guangxi University, Nanning 530004, China
Abstract
Current virtual reality (VR) devices enable users to visually immerse themselves in the virtual world, contributing to their limited awareness of bystanders’ presence. To prevent collisions when bystanders intrude into VR users’ activity area, it is necessary to intuitively alert VR users to the intrusion event and the intruder’s position, especially in cases where bystanders intrude from the side or behind the VR user. Existing intruder awareness cues fail to intuitively present the intrusion event in such cases. We propose a novel intruder awareness cue called “BrokenWall” by applying a metaphor of “a wall breached by invading soldiers” to the VR user’s safety boundary wall. Specifically, BrokenWall refers to a safety boundary wall with a gap appearing in front of a VR user and rotating, guiding the user’s attention toward an intruder coming from the side or behind the VR user. We conducted an empirical study (N = 30) comparing BrokenWall with existing awareness cue techniques, Halo and Radar. Halo employs a sphere to represent the intruder, with the size indicating proximity and the position reflecting the direction. Radar employs a radar map to visualize the intruder’s position. The results showed that the BrokenWall awareness cue not only significantly reduces the time needed for users to detect an intruder but also has superior performance in subjective ratings. Based on our findings, we have established a design space for an interactive safety boundary wall to facilitate interactions between VR users and bystanders.
Funder
Guangxi Science and Technology Base and Talent Project Guangxi Natural Science Foundation National Natural Science Foundation of China
Reference30 articles.
1. O’Hagan, J., Williamson, J.R., McGill, M., and Khamis, M. (2021, January 4–8). Safety, power imbalances, ethics and proxy sex: Surveying in-the-wild interactions between VR users and bystanders. Proceedings of the 2021 IEEE International Symposium on Mixed and Augmented Reality (ISMAR), Bari, Italy. 2. O’Hagan, J., Khamis, M., McGill, M., and Williamson, J.R. (2022, January 22–24). Exploring attitudes towards increasing user awareness of reality from within virtual reality. Proceedings of the ACM International Conference on Interactive Media Experiences, Aveiro, Portugal. 3. Dao, E., Muresan, A., Hornbæk, K., and Knibbe, J. (2021, January 8–13). Bad breakdowns, useful seams, and face slapping: Analysis of VR fails on youtube. Proceedings of the 2021 Chi Conference on Human Factors in Computing Systems, Yokohama Japan. 4. Do, Y., Brudy, F., Fitzmaurice, G.W., and Anderson, F. (2023, January 30). Vice VRsa: Balancing Bystander’s and VR user’s Privacy through Awareness Cues Inside and Outside VR. Proceedings of the Graphics Interface 2023-Second Deadline, Victoria, BC, Canada. 5. (2024, May 14). Oculus. 2023. Guardian System. Available online: https://developer.oculus.com/documentation/native/pc/dg-guardian-system.
|
|