Come Look at This : Supporting Fluent Transitions between Tightly and Loosely Coupled Collaboration in Social Virtual Reality

Collaborative work in social virtual reality often requires an interplay of loosely coupled collaboration from different virtual locations and tightly coupled face-to-face collaboration. Without appropriate system mediation, however, transitioning between these phases requires high navigation and co...

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Publié dans:IEEE transactions on visualization and computer graphics. - 1996. - PP(2024) vom: 24. Juni
Auteur principal: Bimberg, Pauline (Auteur)
Autres auteurs: Zielasko, Daniel, Weyers, Benjamin, Froehlich, Bernd, Weissker, Tim
Format: Article en ligne
Langue:English
Publié: 2024
Accès à la collection:IEEE transactions on visualization and computer graphics
Sujets:Journal Article
Description
Résumé:Collaborative work in social virtual reality often requires an interplay of loosely coupled collaboration from different virtual locations and tightly coupled face-to-face collaboration. Without appropriate system mediation, however, transitioning between these phases requires high navigation and coordination efforts. In this paper, we present an interaction system that allows collaborators in virtual reality to seamlessly switch between different collaboration models known from related work. To this end, we present collaborators with functionalities that let them work on individual sub-tasks in different virtual locations, consult each other using asymmetric interaction patterns while keeping their current location, and temporarily or permanently join each other for face-to-face interaction. We evaluated our methods in a user study with 32 participants working in teams of two. Our quantitative results indicate that delegating the target selection process for a long-distance teleport significantly improves placement accuracy and decreases task load within the team. Our qualitative user feedback shows that our system can be applied to support flexible collaboration. In addition, the proposed interaction sequence received positive evaluations from teams with varying VR experiences
Description:Date Revised 27.06.2024
published: Print-Electronic
Citation Status Publisher
ISSN:1941-0506
DOI:10.1109/TVCG.2024.3418009