TY - GEN
T1 - Bridging the Virtual and Real Worlds
T2 - 2020 ACM CHI Conference on Human Factors in Computing Systems, CHI 2020
AU - Hsieh, Ching Yu
AU - Chiang, Yi Shyuan
AU - Chiu, Hung Yu
AU - Chang, Yung Ju
N1 - Publisher Copyright:
© 2020 ACM.
PY - 2020/4/21
Y1 - 2020/4/21
N2 - Virtual reality (VR) platforms provide their users with immersive virtual environments, but disconnect them from real-world events. The increasing length of VR sessions can therefore be expected to boost users' needs to obtain information about external occurrences such as message arrival. Yet, how and when to present these real-world notifications to users engaged in VR activities remains underexplored. We conducted an experiment to investigate individuals' receptivity during four VR activities (Loading, 360 Video, Treasure Hunt, Rhythm Game) to message notifications delivered using three types of displays (head-mounted, controller, and movable panel). While higher engagement generally led to higher perceptions that notifications were ill-timed and/or disruptive, the suitability of notification displays to VR activities was influenced by the time-sensitiveness of VR content, overlapping use of modalities for delivering alerts, the display locations, and a requirement that the display be moved for notifications to be seen. Specific design suggestions are also provided.
AB - Virtual reality (VR) platforms provide their users with immersive virtual environments, but disconnect them from real-world events. The increasing length of VR sessions can therefore be expected to boost users' needs to obtain information about external occurrences such as message arrival. Yet, how and when to present these real-world notifications to users engaged in VR activities remains underexplored. We conducted an experiment to investigate individuals' receptivity during four VR activities (Loading, 360 Video, Treasure Hunt, Rhythm Game) to message notifications delivered using three types of displays (head-mounted, controller, and movable panel). While higher engagement generally led to higher perceptions that notifications were ill-timed and/or disruptive, the suitability of notification displays to VR activities was influenced by the time-sensitiveness of VR content, overlapping use of modalities for delivering alerts, the display locations, and a requirement that the display be moved for notifications to be seen. Specific design suggestions are also provided.
KW - eye-tracking
KW - interruptibility
KW - notification systems
KW - receptivity
KW - virtual reality
UR - http://www.scopus.com/inward/record.url?scp=85091279887&partnerID=8YFLogxK
U2 - 10.1145/3313831.3376228
DO - 10.1145/3313831.3376228
M3 - Conference contribution
AN - SCOPUS:85091279887
T3 - Conference on Human Factors in Computing Systems - Proceedings
BT - CHI 2020 - Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems
PB - Association for Computing Machinery
Y2 - 25 April 2020 through 30 April 2020
ER -