Interactivity, Game Creation, Design, Learning, and Innovation. 6th International Conference, ArtsIT 2017, and Second International Conference, DLI 2017, Heraklion, Crete, Greece, October 30–31, 2017, Proceedings

Research Article

Facilitating Asymmetric Collaborative Navigation in Room-Scale Virtual Reality for Public Spaces

Download
165 downloads
  • @INPROCEEDINGS{10.1007/978-3-319-76908-0_7,
        author={Sule Serubugo and Denisa Skantarova and Nicolaj Evers and Martin Kraus},
        title={Facilitating Asymmetric Collaborative Navigation in Room-Scale Virtual Reality for Public Spaces},
        proceedings={Interactivity, Game Creation, Design, Learning, and Innovation. 6th International Conference, ArtsIT 2017, and Second International Conference, DLI 2017, Heraklion, Crete, Greece, October 30--31, 2017, Proceedings},
        proceedings_a={ARTSIT \& DLI},
        year={2018},
        month={3},
        keywords={Virtual reality Asymmetric collaboration Room-scale virtual reality Visualization Public spaces Computer graphics},
        doi={10.1007/978-3-319-76908-0_7}
    }
    
  • Sule Serubugo
    Denisa Skantarova
    Nicolaj Evers
    Martin Kraus
    Year: 2018
    Facilitating Asymmetric Collaborative Navigation in Room-Scale Virtual Reality for Public Spaces
    ARTSIT & DLI
    Springer
    DOI: 10.1007/978-3-319-76908-0_7
Sule Serubugo1,*, Denisa Skantarova1,*, Nicolaj Evers1,*, Martin Kraus1,*
  • 1: Aalborg University
*Contact email: serubugo-sule@outlook.com, dskantarova@gmail.com, nevers12@student.aau.dk, martin@create.aau.dk

Abstract

This study investigates asymmetric collaboration in public room-scale Virtual Reality (VR) setups to address the isolating experience provided by single-user Head-Mounted Displays (HMDs). In our field study, participants wearing an HMD had to find their way in a virtual maze with the help of co-located participants without an HMD. The non-HMD participants could either see a mirrored HMD view, a map of the maze, or a combination of the two. We evaluated which of these three conditions facilitates more collaboration and engagement for the non-HMD participants and spectators, as well as the HMD participants. Our findings can be used when facilitating engaging asymmetric experiences for public VR setups.