TY - GEN
T1 - OmniGlobeVR
T2 - 2020 ACM Conference on Designing Interactive Systems, DIS 2020
AU - Li, Zhengqing
AU - Teo, Theophilus
AU - Chan, Liwei
AU - Lee, Gun
AU - Adcock, Matt
AU - Billinghurst, Mark
AU - Koike, Hideki
N1 - Publisher Copyright:
© 2020 ACM.
PY - 2020/7/3
Y1 - 2020/7/3
N2 - In this paper, we present a novel collaboration tool, OmniGlobeVR, which is an asymmetric system that supports communication and collaboration between a VR user (occupant) and multiple non-VR users (designers) across the virtual and physical platform. OmniGlobeVR allows designer(s) to explore the VR space from any point of view using two view modes: a 360° first-person mode and a third-person mode. In addition, a shared gaze awareness cue is provided to further enhance communication between the occupant and the designer(s). Finally, the system has a face window feature that allows designer(s) to share their facial expressions and upper body view with the occupant for exchanging and expressing information using nonverbal cues. We conducted a user study to evaluate the OmniGlobeVR, comparing three conditions: (1) first-person mode with the face window, (2) first-person mode with a solid window, and (3) third-person mode with the face window. We found that the first-person mode with the face window required significantly less mental effort, and provided better spatial presence, usability, and understanding of the partner's focus. We discuss the design implications of these results and directions for future research.
AB - In this paper, we present a novel collaboration tool, OmniGlobeVR, which is an asymmetric system that supports communication and collaboration between a VR user (occupant) and multiple non-VR users (designers) across the virtual and physical platform. OmniGlobeVR allows designer(s) to explore the VR space from any point of view using two view modes: a 360° first-person mode and a third-person mode. In addition, a shared gaze awareness cue is provided to further enhance communication between the occupant and the designer(s). Finally, the system has a face window feature that allows designer(s) to share their facial expressions and upper body view with the occupant for exchanging and expressing information using nonverbal cues. We conducted a user study to evaluate the OmniGlobeVR, comparing three conditions: (1) first-person mode with the face window, (2) first-person mode with a solid window, and (3) third-person mode with the face window. We found that the first-person mode with the face window required significantly less mental effort, and provided better spatial presence, usability, and understanding of the partner's focus. We discuss the design implications of these results and directions for future research.
KW - 360-degree camera
KW - Collaboration
KW - Communication
KW - Mixed reality
KW - Spherical display
KW - Virtual reality
UR - http://www.scopus.com/inward/record.url?scp=85090503649&partnerID=8YFLogxK
U2 - 10.1145/3357236.3395429
DO - 10.1145/3357236.3395429
M3 - Conference contribution
AN - SCOPUS:85090503649
T3 - DIS 2020 - Proceedings of the 2020 ACM Designing Interactive Systems Conference
SP - 615
EP - 625
BT - DIS 2020 - Proceedings of the 2020 ACM Designing Interactive Systems Conference
PB - Association for Computing Machinery, Inc
Y2 - 6 July 2020 through 10 July 2020
ER -