Real-Virtual Objects: Exploring Bidirectional Embodied Tangible Interaction with a Virtual Human in World-Fixed Virtual Reality

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Abstract

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.

Original languageEnglish (US)
Title of host publicationProceedings - 2024 IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2024
PublisherInstitute of Electrical and Electronics Engineers Inc.
Pages147-156
Number of pages10
ISBN (Electronic)9798350374025
DOIs
StatePublished - 2024
Event31st IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2024 - Orlando, United States
Duration: Mar 16 2024Mar 21 2024

Publication series

NameProceedings - 2024 IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2024

Conference

Conference31st IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2024
Country/TerritoryUnited States
CityOrlando
Period3/16/243/21/24

Keywords

  • Human computer interaction (HCI)
  • Interaction paradigms
  • Virtual reality
  • World-fixed virtual reality
  • bidirectional interaction
  • co-presence
  • embodied interaction
  • presence
  • real and virtual boundary
  • real-virtual objects
  • tangible interaction
  • • Human-centered computing

ASJC Scopus subject areas

  • Computer Graphics and Computer-Aided Design
  • Human-Computer Interaction
  • Media Technology
  • Modeling and Simulation

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