TY - GEN
T1 - Real-Virtual Objects
T2 - 31st IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2024
AU - Bozgeyikli, Lal LLilar
N1 - Publisher Copyright:
© 2024 IEEE.
PY - 2024
Y1 - 2024
N2 - In everyday interactions with others, we often affect each other's space through shared physical objects. Despite the commonality of such bidirectional interactions in real life, few have explored this form of interaction in virtual reality. This paper explores bidirectional embodied tangible interaction between a human and a virtual human through shared objects that span the real-virtual boundary in world-fixed virtual reality. The shared objects extend from the real world into the virtual world (and vice versa). We discuss the novel interaction concept and implementation details and present the results of a between-subjects user study with 40 participants where we compared the developed novel real-virtual shared object interaction with a control version where the shared objects were separated as completely physical and virtual. In summary, the results showed that presence and co-presence were increased with the real-virtual object interaction, along with affective attraction to the virtual human and enjoyment of interaction.
AB - In everyday interactions with others, we often affect each other's space through shared physical objects. Despite the commonality of such bidirectional interactions in real life, few have explored this form of interaction in virtual reality. This paper explores bidirectional embodied tangible interaction between a human and a virtual human through shared objects that span the real-virtual boundary in world-fixed virtual reality. The shared objects extend from the real world into the virtual world (and vice versa). We discuss the novel interaction concept and implementation details and present the results of a between-subjects user study with 40 participants where we compared the developed novel real-virtual shared object interaction with a control version where the shared objects were separated as completely physical and virtual. In summary, the results showed that presence and co-presence were increased with the real-virtual object interaction, along with affective attraction to the virtual human and enjoyment of interaction.
KW - Human computer interaction (HCI)
KW - Interaction paradigms
KW - Virtual reality
KW - World-fixed virtual reality
KW - bidirectional interaction
KW - co-presence
KW - embodied interaction
KW - presence
KW - real and virtual boundary
KW - real-virtual objects
KW - tangible interaction
KW - • Human-centered computing
UR - http://www.scopus.com/inward/record.url?scp=85191512126&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85191512126&partnerID=8YFLogxK
U2 - 10.1109/VR58804.2024.00038
DO - 10.1109/VR58804.2024.00038
M3 - Conference contribution
AN - SCOPUS:85191512126
T3 - Proceedings - 2024 IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2024
SP - 147
EP - 156
BT - Proceedings - 2024 IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2024
PB - Institute of Electrical and Electronics Engineers Inc.
Y2 - 16 March 2024 through 21 March 2024
ER -