This edited book introduces readers to the area of “Everyday Virtual and Augmented Reality”. With Virtual and Augmented Reality technologies, becoming more pervasive in our homes and workplaces, new use cases and scenarios emerge together with new challenges that need to be addressed. These challenges encompass the design and implementation of appropriate VR/AR applications for ordinary environments that were not built with the explicit intention of supporting VR systems. The everyday/domestic environments present a range of issues that are usually not present in the physical locations purposed for VR and AR use in academic or professional environments, such as constrained spaces, presence of obstacles, absence of instrumentation, social and organizational restrictions etc.
To address the above challenges, we collect the latest work from the Virtual Reality and Augmented Reality research community, by combining the presentation of general definitions and characterization of the field, of interaction concepts and techniques, of a variety of use cases and areas. The constellation of different environment examples (from education, sport to consumer and marketing), from across the globe and platforms, provide a comprehensive discussion on scientific and engineering methods, which enable the development of VR/AR systems in everyday context.
Author(s): Adalberto Simeone, Benjamin Weyers, Svetlana Bialkova, Robert W. Lindeman
Series: Human–Computer Interaction Series
Publisher: Springer
Year: 2023
Language: English
Pages: 256
City: Cham
Preface
Contents
Introduction to Everyday Virtual and Augmented Reality
1 Introduction
2 Everyday Immersive Realities
2.1 Challenges
2.2 The User's Perspective
2.3 Application Areas
3 Previous Work Published at WEVR Workshops
3.1 Locomotion—Physical Space
3.2 Cross-Reality Interaction—User Perspectives and Transitions
3.3 Interaction Techniques and Hardware—Interaction Devices and Patterns
3.4 Ease of Use
3.5 Environments and Context—Embedding
3.6 User Accessibility
3.7 Commercial Consumer Applications
4 Impact and Relevance of Everyday VR and AR Research
5 The Future of Everyday VR and AR
References
Extended Reality for Knowledge Work in Everyday Environments
1 Introduction
2 Interaction Techniques
2.1 Working with 2D Content in 3D
2.2 System Control
2.3 Text Entry
3 Collaboration
3.1 Collaboration in Virtual Reality
3.2 Collaboration in Augmented Reality
3.3 Hybrid Collaboration
4 Environments
4.1 Managing Stress and Productivity
4.2 Including Reality
4.3 Social Implications
5 Extended Exposure
6 Applications
7 Challenges
7.1 Challenges in the Next Generation of HMDs
7.2 Challenges in Future XR Experience for Knowledge Worker
8 Summary and Conclusion
References
The Use of Augmented Reality for Temporal Coordination in Everyday Work Context
1 Collaborative Work, Teams, Teamwork, and Taskwork
2 Supporting Teams Using AR—An Overview
3 Where to Start and What to Support? Considering Team, Task, and Technology in the Selection and Development of AR-Based Support
4 Make It Special: Spatially Dispersed Teams
5 Setting Up an Experimental Team Task Context
6 Pre-study I: Does Gaze Guiding Help?
6.1 Results
7 Pre-study II—How and What to Superimpose?
7.1 Pre-study II, Part I: Usability Evaluation
7.2 Pre-study II, Part II: User Experience Evaluation
8 Main Study: Design to Evaluate the Impact of the AAT on the Temporal Coordination of Spatially Dispersed Teams
9 A Within-Subject-Study: Development of an AR-Based Avatar Assistance System to Support Spatially Dispersed Teams
9.1 Study Design
9.2 Results
9.3 Discussion
10 General Discussion and Conclusion
References
Rotational and Positional Jitter in Virtual Reality Interaction in Everyday VR
1 Introduction
2 Previous Work
2.1 Fitts' Law
2.2 3D Pointing Methods in VR
2.3 Selection Methods
2.4 Different Grip Styles in VR Systems
2.5 The Impact of Jitter in VR Systems
3 Motivation and Hypotheses
4 User Study
4.1 Participants
4.2 Apparatus
4.3 Procedure
4.4 Experimental Design
5 Data Analysis
5.1 Results for Rotational Jitter
5.2 Positional Jitter Results
5.3 Fitts' Law Analysis
5.4 Subjective Results
6 Discussion
7 Conclusion
References
Development and Validation of a Mixed Reality Exergaming Platform for Fitness Training of Older Adults
1 Introduction
2 Developing PEPE: Portable Exergames Platform for the Elderly
2.1 User-Centered Design Targeting End-Users and Institutions
2.2 The Mobile Platform
3 Field Studies
3.1 Impact of Exergames in Physical Activity in the Senior Gym
3.2 Assessing the Effect of Physiological Adaptation
3.3 Group Sessions in Senior Facilities
4 Conclusions
References
Networked Virtual Reality and Enhanced Sensing for Remote Classes and Presentations
1 Introduction
2 Two Studies of Networked Educational VR in Everyday Contexts
2.1 Kvasir-VR: Remotely-Guided VR Field Trips
2.2 Study of a Remote Class Using Mozilla Hubs
3 Enhanced Sensing in Educational VR
3.1 Attention Restoration Cues
3.2 Visualizing Gaze Data in Collaborative or Multi User Environments
3.3 Gaze-Responsive Presentation
3.4 Detecting Mental State or Problems with Enhanced Sensing
3.5 Teacher Interface for Awareness of Student Actions and Attention
3.6 Desktop Interface with Input Redirection to a VR Presenter Avatar
4 Conclusion and Practical Considerations for Everyday Use
References
Enhancing Multisensory Experience and Brand Value: Key Determinants for Extended, Augmented, and Virtual Reality Marketing Applications
1 Introduction
2 Marketing and Virtual Worlds
2.1 Brand Value Enhancement
2.2 Augmenting the Experiential Journey
3 The Conceptual Framework
3.1 Attention
3.2 Sensation
3.3 Perception
3.4 Action
4 Model Support and Future Avenues
5 Implications for Practice
References
Using Think-Aloud Protocol in Immersive VR Evaluations
1 Introduction
2 Related Work
2.1 Evaluations Performed in Virtual Reality
2.2 Effect of Prototype Representation in Terms of Graphic Appearance
2.3 Effect of the Interactivity Fidelity of Prototype
3 User Study 1: Physical Versus Virtual Prototypes
3.1 Usability Evaluation Methods
3.2 Apparatus
3.3 Demographics
3.4 Procedure
4 Results of User Study 1
4.1 Detected Usability Problems from Think-Aloud Protocol
4.2 Custom Questionnaire—TAP Experience
4.3 SUS
4.4 PSSUQ
4.5 NASA-TLX
4.6 Similarity of the Virtual Microwave
4.7 Task Completion Times
5 Discussion of User Study 1
5.1 Unique Problems in the VE
5.2 Unique Problems in the RE
5.3 Overlapping Problems in both the RE and VE
5.4 Task Completion Time
5.5 Experience with Think-Aloud Protocol
6 User Study 2: Graphics times Interactivity Fidelity
6.1 Interactivity Fidelity
6.2 Graphics Fidelity
6.3 Apparatus and Implementation
6.4 Demographics
6.5 Procedure
7 Result of User Study 2
7.1 SUS, NASA-TLX, IPQ
7.2 Preference for Graphics and Interaction Fidelity
7.3 Detected Usability Problems
8 Discussion of User Study 2
8.1 Interactive Fidelity
8.2 Graphics Fidelity
8.3 IVRE for Human-Centered Usability Evaluation
9 Conclusion
References
Adaptive Virtual Neuroarchitecture
1 Introduction
2 The Mind, the Body, and the Environment
2.1 Embodied Cognition
2.2 Environmental Interactions with Psycho-physiological Processes
3 Adaptive Virtual Neuroarchitecture
3.1 Adaptive Spaces
3.2 Adaptive Experiences
4 Applications
4.1 Education and Training
4.2 Therapy and Wellbeing
4.3 Architectural Design
5 Conclusion
References