We are witnessing a remarkable transformation in the way technology shapes our social lives. What originated with the Internet, social media, and smartphones is now evolving into immersive technologies. While immersive technologies began as single-user experiences, they are now transforming into ric...
We are witnessing a remarkable transformation in the way technology shapes our social lives. What originated with the Internet, social media, and smartphones is now evolving into immersive technologies. While immersive technologies began as single-user experiences, they are now transforming into rich, multi-user environments, creating new opportunities for social interaction, embodiment, and shared experiences.
In this keynote, we'll explore how immersive environments influence human connection, the challenges of embodiment, ways of interacting between digital and physical realms in location-based VR, and new possibilities these spaces open up for learning and social science research.
Size: 22.86 MB
Language: en
Added: Oct 16, 2024
Slides: 67 pages
Slide Content
SocialInteraction in
Immersive Environments
Matthias Wölfel
iXperienceLab
Social Interaction
Designing a social interaction in
immersive environments brings
its own complexities compared
to single-user applications.
Examples
§co-located or remote
§remote interaction or agent-mediated
§level of intimacy (e.g. proxemics)
§appearance
VR Campus
§social-VR application for lectures
§in-house development in Unity3D
§General Data Protection
Regulation compliant
§hosted on own cloud services
§PDF and OBJ interfaces
§personalized avatars via Ready
Player Me
§60 Meta Quest 2 are provided to
the students to be used remotely
Agent-MediatedCommunication
§VR offers a variety of representation of embodied agents
§customized agents depending on situation or narrative
§interaction concepts possible that only work in virtual world
Disembodied HumanAnthropomorphic
Object
Object
Agent-MediatedCommunication
§Presence is not influenced by
the type of visual appearance
of the agent.
§Attractiveness is partly
influenced by the type of
visual appearance of the agent.
§Sense of agency is not
influenced by the type of
visual appearance of the agent.
CalmComputing
The idea of calm computing is rather
than focusing on computing to
augment and bring relevant
information in a more natural and
integrated way.
Imitate sitting postures by anthropo-
morphic objects to improve sitting
habits.
What Type of Object?
Desk ObjectsAbstract ObjectsHerbal Objects
Opinion of the Users
What is your preferred object type?
herbal objectsdesk objectsabstract objects
Opinion of the Users
Would you prefer a physical object?
yesundecidedno
Feedback on the Seating Position
Detect seating position with sensor and transfer to plant.
KineticSpace
A tool to provide easy and intuitive access to gesture
recognition technology:
§record movements
§classify movements automatically
§analyze movements automatically
[...] What is it good for? Well, it can read a gesture from one person and
register it on another and you can train it to register tiny movements and,
potentially, allow for full motion control of your PC. Minority Report it isn't,
but that future is getting closer and closer.
Calm Computing
design the object which is able to reflect user habits
Setup
0
1
2
3
4
5
6
7
8
9
10
1. Quartal2. Quartal
§A situation is established, which
corresponds to a possible real use of the
application.
§The user is invited to sit in front of the
computer or laptop and to research any
topic in the online encyclopedia
Wikipedia.
§The user has been informed that the
virtual plant reacts to his/her actions, but
no details have been given.
Experimental Setup
Opinion of the Users
Do you think you can improve your seating position using this application?
strongly disagreedisagreeundecidedagreestrongly agree
Opinion of the Users
Could you focus on your task without getting distracted by the application?
strongly disagreedisagreeundecidedagreestrongly agree
Opinion of the Users
Could you get the information provided by the orchid?
strongly disagreedisagreeundecidedagreestrongly agree
Social Signals
Social SignalTyp BehaviourCaptureTransmit
nodding gesturepositiv■■
waveinggesturepositiv■■
lateral head tilt posturepositiv■■
looking at person gazepositiv□■
turning to person proxemicspositiv□■
approaching personproxemicspositiv■■
following personproxemicspositiv■■
hands behind the back postureneutral■■
arms neutralpostureneutral■■
arms crossedposturenegativ■■
looking awaygazenegativ□■
turning away proxemicsnegativ□■
flinchproxemicsnegativ■■
Immersive Learning
Immersive Learning is a learning method where learners are
embedded in a virtual world.
Goals of learning with VR:
§learning effectiveness
§cost & availability
§realistic simulation
§practicing dangerous situations
§fun while learning
Tell meand I will forget,
showmeand I mayremember;
involvemeand I will understand.
“Konfuzius, Chinesischer Philosopher
Mental Model
mental model
A mental model is a simplified model of the environment.
Only the relevant aspects of the environment (physical reality) are
represented in the mental model.
physical
reality
mixed
reality
virtual
reality
mental
reality
Mental Model
forms generatesalignsaligns
mental model
physical
reality
mixed
reality
virtual
reality
mental
reality
Mental Model
forms generatesalignsaligns
mental model
physical
reality
mixed
reality
virtual
reality
mental
reality
suspensionofdisbelief
Star-Wars-Effect
The Star-Wars-Effect(also naïvephysics) describesthatviewers
havefalseexpectationsofphysicalevents.
G
A
P
Therearestill
many
differences!
In the near future, neither tactile perception
nor self-perception can be established without
considerable effort.
Technological Differences
Examples:
§mismatch between sensory information can cause
cyber sickness
§lack of physical replication reduces physical constrains
and weight representation
§use of hand-hold controllers instead of free-hand
interaction
Conceptual Differences
Strategies that are not possible in reality, but in
virtual environments include superhuman skills
such as:
§teleportation,
§flying, or
§manipulation of objects outside arm reach
Interaction in virtual environments requires
strategies that are either not needed or not
possible in reality.
Didactical Differences
Examples
§the superimposition of
information in real space,
§changes of perspective through
body ownership illusion
Mixed reality enables the implementation of didactic concepts
that cannot be realized in other forms of analog or computer-
supported learning using a 2D monitor.
Link betweentheWorlds
mental model
of the virtual application
mental model
of the applicationmental model
of the real application
applicationdigital twin
Application
forms
deduces
apply
applyadapts
apply
Internal and External Validity
Examples
§Skills may improve within a VR learning task, but skills may worsen in a real
task.
§Behaviors may differ because VR is not perceived as real or harmful.
We cannot assume that the knowledge and insights (for example, in
the social sciences) gained in the virtual world are directly applicable
to the real world.
Training and Post-Training Skills
learningin thevirtual
learningin reality
applyingin realityTime
Skills
Training and Post-Training Skills
learningin thevirtual
learningin reality
applyingin realityTime
Skills
Training and Post-Training Skills
learningin thevirtual
learningin reality
applyingin realityTime
Skills
User Acceptance and Involvement
Occurring Problems
§the leap into the unknown
§environmental blindness
§spectator blindness
§social isolation of the user
VR installations in semi-public space are
§in the willingness to use and
§in actual use
strongly influenced by social opinion and other social factors.
AudienceFunnelforImmersive VR
Passer-By
a personwhoisuninvolved,
not aware, ornot paying
attentiontotheinstallation
AudienceFunnelforImmersive VR
Spectator
a personwho
observesthe
installationand the
headsetuser
AudienceFunnelforImmersive VR
ImplicitlyInteractingUser
a personwhosebehaviorisnot
primarilyfocusedon interaction
withtheinstallationbut triggers
actionsunconsciously
AudienceFunnelforImmersive VR
ExplicitlyInteractingUser
a personwhoconsciously
performsactionsin orderto
interactwiththeinstallation
AudienceFunnelforImmersive VR
Headset User
a personwhowearsan
HMD and interactswithin
thevirtual environment
Companion
a personwho
interactswiththe
personusingan HMD
AudienceFunnelforImmersive VR
Follow upActingUser
a personwhocontinuesto
interactwiththeinstallationon-
site orperformsoff-site actions
relatedtotheinstallation
StagingVR in (Semi-)publicSpace
I usedtheinstallationbecause...
9
1616
20
43
0
5
10
15
20
25
30
35
40
45
50
I watched the
monitor
someone dragged
me into it
someone told me
about it
I observed the
ground projection
I have seen others
interacting
Book Recommendation
In our new book you will find
detailed information about
Immersive Virtual Reality.
SCAN ME