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Exploring Configuration of Mixed Reality Spaces for Communication

Published: 02 May 2019 Publication History

Abstract

Mixed Reality (MR) enables users to explore scenarios not realizable in the physical world. This allows users to communicate with the help of digital content. We investigate how different configurations of participants and content affect communication in a shared immersive environment. We designed and implemented side-by-side, mirrored face-to-face and eyes-free configurations in our multi-user MR environment and conducted a preliminary user study for our mirrored face-to-face configuration, evaluating with respect to one-to-one interaction, smooth focus shifts and eye contact within a 3D presentation using the interactive Chalktalk system. We provide experimental results and interview responses.

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Cited By

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  • (2024)MOFA The Ghost: Demonstrating an Asymmetrical Social Exertion Game in Spontaneous Collocated Mixed RealityCompanion Proceedings of the 2024 Annual Symposium on Computer-Human Interaction in Play10.1145/3665463.3678837(294-299)Online publication date: 14-Oct-2024
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cover image ACM Conferences
CHI EA '19: Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems
May 2019
3673 pages
ISBN:9781450359719
DOI:10.1145/3290607
Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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Publication History

Published: 02 May 2019

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Author Tags

  1. collaboration
  2. communication
  3. mixed reality

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Overall Acceptance Rate 6,164 of 23,696 submissions, 26%

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Cited By

View all
  • (2024)MOFA The Ghost: Demonstrating an Asymmetrical Social Exertion Game in Spontaneous Collocated Mixed RealityCompanion Proceedings of the 2024 Annual Symposium on Computer-Human Interaction in Play10.1145/3665463.3678837(294-299)Online publication date: 14-Oct-2024
  • (2023)Simulating a Digital Factory and Improving Production Efficiency by Using Virtual Reality TechnologyApplied Sciences10.3390/app1308511813:8(5118)Online publication date: 20-Apr-2023
  • (2023)Metaverse in Manufacturing Using Emerging Technologies: An Overview For The Smart Industry 4.02023 International Conference on Intelligent Metaverse Technologies & Applications (iMETA)10.1109/iMETA59369.2023.10294683(1-6)Online publication date: 18-Sep-2023
  • (2022)A Virtual Reality Whiteboard System for Remote Collaboration Using Natural HandwritingElectronics10.3390/electronics1124415211:24(4152)Online publication date: 12-Dec-2022
  • (2022)Smart Factory Using Virtual Reality and Online Multi-User: Towards a Metaverse for Experimental FrameworksApplied Sciences10.3390/app1212625812:12(6258)Online publication date: 20-Jun-2022
  • (2021)Attribute Spaces: Supporting Design Space Exploration in Virtual RealityProceedings of the 2021 ACM Symposium on Spatial User Interaction10.1145/3485279.3485290(1-11)Online publication date: 9-Nov-2021
  • (2021)GazeChat: Enhancing Virtual Conferences with Gaze-aware 3D PhotosThe 34th Annual ACM Symposium on User Interface Software and Technology10.1145/3472749.3474785(769-782)Online publication date: 10-Oct-2021
  • (2021)A Survey of Needs and Features for Augmented Reality Collaborations in Collocated SpacesProceedings of the ACM on Human-Computer Interaction10.1145/34492435:CSCW1(1-21)Online publication date: 22-Apr-2021
  • (2020)OmniGlobeVRProceedings of the 2020 ACM Designing Interactive Systems Conference10.1145/3357236.3395429(615-625)Online publication date: 3-Jul-2020
  • (2020)OmniGlobeVR: A Collaborative 360° Communication System for VRExtended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems10.1145/3334480.3382869(1-8)Online publication date: 25-Apr-2020
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