Abstract
As the variety of possible interactions with virtual reality (VR) continues to expand, researchers need a way to relate these interactions to users' needs and goals in ways that advance understanding. Existing efforts have focused mainly on the symmetric use of technology, which excludes a rising form of interaction known as asymmetric VR, in which co-located participants use different interfaces to interact with a shared environment. There must be a clear path to creating asymmetric VR systems that are rooted in previous work from several fields, as these systems have use cases in education, hybrid reality teams (using VR and other technologies to interact online and face to face), accessibility, as well as entertainment. Currently, there is no systematic way to characterize 1) how a system may be asymmetric, 2) how the different mediation technology and affordances within asymmetric VR support (or do not support) users' goals, and 3) the relationships and collaborative capabilities between users of these different technologies. In this paper, the authors use a scoping review to explore relevant conceptual frameworks for asymmetric interaction, mediation technology, and computer supported cooperative work to clarify the dimensions of asymmetry and synthesize the literature into a Composite framework for Asymmetric VR (CAVR). The paper concludes with suggestions of ways to test and expand the framework in order to guide future research as it identifies the most-beneficial interaction paradigms for co-located asymmetric VR.
- Kenneth J. Arrow. 1963. Uncertainty and the Welfare Economics of Medical Care. Am. Econ. Rev.53, 5 (1963), 941--973.Google Scholar
- Ron Baecker, Steve Harrison, Bill Buxton, Steven Poltrock, and Elizabeth Churchill. 2008. Media spaces: Past visions, current realities, future promise. In Proceeding of the twenty-sixth annual CHI conference extended abstracts on Human factors in computing systems - CHI '08, Association for Computing Machinery, Florence, Italy, 2245--2248. DOI: https://doi.org/10.1145/1358628.1358660Google Scholar
- Steve Benford, Chris Greenhalgh, Gail Reynard, Chris Brown, and Boriana Koleva. 1998. Understanding and constructing shared spaces with mixed-reality boundaries. ACM Trans. Comput. Interact.5, 3 (September 1998), 185--223. DOI:https://doi.org/10.1145/292834.292836.Google Scholar
Digital Library
- Lauren E Benishek and Elizabeth H Lazzara. 2019. Teams in a New Era: Some Considerations and Implications. Front. Psychol.10, 1006 (2019), 1--15. DOI:https://doi.org/10.3389/fpsyg.2019.01006.Google Scholar
- Anastasiia Beznosyk, Peter Quax, Wim Lamotte, and Karin Coninx. 2012. The Effect of Closely-Coupled Interaction on Player Experience in Casual Games. In Entertainment Computing-ICEC 2012, Springer Berlin Heidelberg, 243--255. Retrieved from www.soe.comGoogle Scholar
Digital Library
- Walter R Boot, Andrew Dilanchian, and Ronald Andringa. 2019. Exploring Older Adults' Perceptions of Presence and Immersion in Diverse Virtual Environments. Innov. Aging 3, Supplement_1 (November 2019), S239--S240. DOI:https://doi.org/10.1093/geroni/igz038.895.Google Scholar
- Matt Bower, Mark J.W. Lee, and Barney Dalgarno. 2017. Collaborative learning across physical and virtual worlds: Factors supporting and constraining learners in a blended reality environment. Br. J. Educ. Technol.48, 2 (March 2017), 407--430. DOI:https://doi.org/10.1111/bjet.12435.Google Scholar
Cross Ref
- Doug A. Bowman and Ryan P. McMahan. 2007. Virtual Reality: How Much Immersion Is Enough? Computer (Long. Beach. Calif).40, 7 (July 2007), 36--43. DOI:https://doi.org/10.1109/MC.2007.257.Google Scholar
Digital Library
- Jon Ram Bruun-Pedersen, Stefania Serafin, and Lise Busk Kofoed. 2016. Going Outside While Staying Inside - Exercise Motivation with Immersive vs. Non-immersive Recreational Virtual Environment Augmentation for Older Adult Nursing Home Residents. In2016 IEEE International Conference on Healthcare Informatics (ICHI), IEEE, Chicago, IL, 216--226. DOI:https://doi.org/10.1109/ICHI.2016.31.Google Scholar
- Bill Buxton. 2009. Mediaspace -- Meaningspace -- Meetingspace. In Media Space 20 + Years of Mediated Life, Steve Harrison (ed.). Springer, London, 217--231. DOI:https://doi.org/10.1007/978-1-84882-483-6_13Google Scholar
- Paul R. Carlile. 2002. A pragmatic view of knowledge and boundaries: Boundary objects in new product development. Organ. Sci.13, 4 (2002), 442--456. DOI:https://doi.org/10.1287/orsc.13.4.442.2953.Google Scholar
Digital Library
- Marco Cavallo, Mishal Dolakia, Matous Havlena, Kenneth Ocheltree, and Mark Podlaseck. 2019. Immersive Insights: A Hybrid Analytics System for Collaborative Exploratory Data Analysis. In25th ACM Symposium on Virtual Reality Software and Technology (VRST '19), Association for Computing Machinery, Parramatta, NSW, Australia, 1--12. DOI:https://doi.org/10.1145/3359996.3364242.Google Scholar
- Alan Dix, Janet Finlay, Gregory D. Abowd, and Russell Beale. 2004. Design Rules. In Human-Computer Interaction (Third Edit). Pearson Education limited.Google Scholar
- Barrett Ens, Joel Lanir, Anthony Tang, Scott Bateman, Gun Lee, Thammathip Piumsomboon, and Mark Billinghurst. 2019. Revisiting collaboration through mixed reality: The evolution of groupware. Int. J. Hum. Comput. Stud.131, February (2019), 81--98. DOI:https://doi.org/10.1016/j.ijhcs.2019.05.011.Google Scholar
Digital Library
- Juliano Franz, Mohammed Alnusayri, Joseph Malloch, and Derek Reilly. 2019. A Comparative Evaluation of Techniques for Sharing AR Experiences in Museums. Proc. ACM Human-Computer Interact.3, CSCW (November 2019), 124:1--20. DOI:https://doi.org/10.1145/3359226.Google Scholar
Digital Library
- Jeronimo Gustavo Grandi, Henrique Galvan Debarba, and Anderson Maciel. 2019. Characterizing Asymmetric Collaborative Interactions in Virtual and Augmented Realities. In IEEE Conference on Virtual Reality and 3D User Interfaces (IEEEVR 2019), IEEE, 127--135. DOI:https://doi.org/10.1109/vr.2019.8798080.Google Scholar
- Jan Gugenheimer, Mark McGill, Frank Steinicke, Christian Mai, Julie Williamson, and Ken Perlin. 2019. Challenges using head-mounted displays in shared and social spaces. In Conference on Human Factors in Computing Systems - Proceedings, 1--8. DOI:https://doi.org/10.1145/3290607.3299028.Google Scholar
Digital Library
- Jan Gugenheimer, Evgeny Stemasov, Julian Frommel, and Enrico Rukzio. 2017. ShareVR: Enabling Co-Located Experiences for Virtual Reality between HMD and Non-HMD Users. In Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, Association for Computing Machinery, Denver, CO, USA, 4021--4033. DOI:https://doi.org/10.1145/3025453.3025683.Google Scholar
Digital Library
- Carl Gutwin and Saul Greenberg. 2002. A Descriptive Framework of Workspace Awareness for Real-Time Groupware. Comput. Support. Coop. Work 11, (September 2002), 411--446. DOI:https://doi.org/10.1023/A:1021271517844Google Scholar
Digital Library
- P.J. Hammer, D. Haas-Wilson, W.M. Sage, and M.A. Peterson (Eds.). 2003. Uncertain times: Kenneth Arrow and the changing economics of health care. Duke University Press.Google Scholar
- John Harris and Mark Hancock. 2019. To Asymmetry and Beyond! In Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems - CHI '19, ACM, Glasgow, Scotland UK, 1--12. DOI:https://doi.org/10.1145/3290605.3300239Google Scholar
- John Harris, Mark Hancock, and Stacey D. Scott. 2016. Leveraging Asymmetries in Multiplayer Games. In Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts - CHI PLAY Companion '16, ACM, Austin, TX, USA, 350--361. DOI:https://doi.org/10.1145/2967934.2968113Google Scholar
- Christian Heath and Paul Luff. 1992. Media Space and Communicative Asymmetries: Preliminary Observations of Video-Mediated Interaction. Human-Computer Interact.7, 3 (September 1992), 315--346. DOI:https://doi.org/10.1207/s15327051hci0703_3Google Scholar
Digital Library
- Rorik Henrikson, Bruno De Araujo, Fanny Chevalier, Karan Singh, and Ravin Balakrishnan. 2016. Multi-device storyboards for cinematic narratives in VR. UIST 2016 - Proc. 29th Annu. Symp. User Interface Softw. Technol. (2016), 787--796. DOI:https://doi.org/10.1145/2984511.2984539.Google Scholar
Digital Library
- Robin Hunicke, Marc Leblanc, and Robert Zubek. 2004. MDA: A formal approach to game design and game research. AAAI Work. - Tech. Rep.WS-04-04, (2004), 1--5.Google Scholar
- Robert Johansen. 1988. Groupware computer support for business teams. The Free Press.Google Scholar
- David W. Johnson and Roger T. Johnson. 1994. Constructive Conflict in the Schools. J. Soc. Issues 50, 1 (1994), 117--137. DOI:https://doi.org/10.1111/j.1540--4560.1994.tb02401.xGoogle Scholar
Cross Ref
- Bradley L Kirkman and John E Mathieu. 2005. The Dimensions and Antecedents of Team Virtuality. J. Manage.31, (2005), 700--718. DOI:https://doi.org/10.1177/0149206305279113Google Scholar
Cross Ref
- Ned Kock. 1998. Can communication medium limitations foster better group outcomes? An action research study. Inf. Manag.34, (1998), 295--305.Google Scholar
Digital Library
- Martin Kraus and Martin Kibsgaard. 2015. A Classification of Human-to-Human Communication during the Use of Immersive Teleoperation Interfaces. In Proceedings of the 2015 Virtual Reality International Conference on ZZZ - VRIC '15, ACM Press, New York, New York, USA, 1--8. DOI:https://doi.org/10.1145/2806173.2806198Google Scholar
Digital Library
- J. Lave and E. Wenger. 1991. Situated learning: Legitimate peripheral participation. Cambridge University Press.Google Scholar
- Charlotte P. Lee and Drew Paine. 2015. From the matrix to a model of coordinated action (MoCA): A conceptual framework of and for CSCW. In Proceedings of the 18th ACM Conference on Computer Supported Cooperative Work & Social Computing - CSCW '15, ACM Press, Vancouver, BC, Can, 179--194. DOI:https://doi.org/10.1145/2675133.2675161Google Scholar
- Paul Luff, Christian Heath, and David Greatbatch. 1992. Tasks-in-interaction: Paper and screen based documentation in collaborative activity. In Computer Supported Cooperative Work (CSCW), 163--170. DOI:https://doi.org/10.1145/143457.143475Google Scholar
- Paul Luff, Christian Heath, Hideaki Kuzuoka, Jon Hindmarsh, Keiichi Yamazaki, and Shinya Oyama. 2003. Fractured Ecologies: Creating Environments for Collaboration. Human--Computer Interact.18, 1-2 (June 2003), 51--84. DOI:https://doi.org/10.1207/S15327051HCI1812_3Google Scholar
Digital Library
- Paul Luff, Christian Heath, Menisha Patel, Dirk Vom Lehn, and Andrew Highfield. 2018. Creating Interdependencies: Managing Incidents in Large Organizational Environments. Human-Computer Interact.33, 5--6 (2018), 544--584. DOI:https://doi.org/10.1080/07370024.2017.1412830Google Scholar
- Paul K. Luff, Naomi Yamashita, Hideaki Kuzuoka, and Christian Heath. 2015. Flexible ecologies and incongruent locations. Conf. Hum. Factors Comput. Syst. - Proc.2015-April, (2015), 877--886. DOI:https://doi.org/10.1145/2702123.2702286Google Scholar
Digital Library
- Shannon L. Marlow, Christina N. Lacerenza, and Eduardo Salas. 2016. Communication in virtual teams: a conceptual framework and research agenda. Hum. Resour. Manag. Rev.27, 4 (2016), 575--589. DOI:https://doi.org/10.1016/j.hrmr.2016.12.005Google Scholar
Cross Ref
- Mark McGill, Daniel Boland, Roderick Murray-Smith, and Stephen Brewster. 2015. A Dose of Reality: Overcoming Usability Challenges in VR Head-Mounted Displays. In Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems - CHI '15, ACM Press, Seoul, S Korea, 2143--2152. DOI:https://doi.org/10.1126/science.346.6212.908Google Scholar
Digital Library
- Paul Milgram and Fumio Kishino. 1994. Taxonomy of mixed reality visual displays. IEICE Trans. Inf. Syst.E77-D, 12 (1994), 1321--1329.Google Scholar
- Zachary Munn, Micah D.J. Peters, Cindy Stern, Catalin Tufanaru, Alexa McArthur, and Edoardo Aromataris. 2018. Systematic review or scoping review? Guidance for authors when choosing between a systematic or scoping review approach. BMC Med. Res. Methodol.18, 1 (2018), 1--7. DOI:https://doi.org/10.1186/s12874-018-0611-xGoogle Scholar
Cross Ref
- Catherine S. Oh, Jeremy N. Bailenson, and Gregory F. Welch. 2018. A systematic review of social presence: Definition, antecedents, and implications. Front. Robot. AI 5, OCT (2018), 1--35. DOI:https://doi.org/10.3389/frobt.2018.00114Google Scholar
- Thomas Olsson, Pradthana Jarusriboonchai, Pawel Wozniak, Susanna Paasovaara, Kaisa Väänänen, and Andrés Lucero. 2019. Technologies for Enhancing Collocated Social Interaction: Review of Design Solutions and Approaches. Comput. Support. Coop. Work (February 2019). DOI:https://doi.org/10.1007/s10606-019-09345-0Google Scholar
Digital Library
- Oliver Otto, Dave Roberts, and Robin Wolff. 2006. A review on effective closely-coupled collaboration using immersive CVE's. Proc. - VRCIA 2006 ACM Int. Conf. Virtual Real. Contin. its Appl. (2006), 145--154. DOI:https://doi.org/10.1145/1128923.1128947Google Scholar
Digital Library
- Christopher Poile. 2010. Asymmetric dependence and its effect on helping behaviour. University of Waterloo. Retrieved from https://uwspace.uwaterloo.ca/bitstream/handle/10012/4954/Poile_Christopher.pdfGoogle Scholar
- Roy A. Ruddle, Justin C. D. Savage, and Dylan M. Jones. 2002. Symmetric and asymmetric action integration during cooperative object manipulation in virtual environments. ACM Trans. Comput. Interact.9, 4 (December 2002), 285--308. DOI:https://doi.org/10.1145/586081.586084Google Scholar
- Serena G. Sohrab, Mary J. Waller, and Seth Kaplan. 2015. Exploring the Hidden-Profile Paradigm: A Literature Review and Analysis. Small Gr. Res.46, 5 (2015), 489--535. DOI:https://doi.org/10.1177/1046496415599068Google Scholar
Cross Ref
- Anthony Steed, William Steptoe, Wole Oyekoya, Fabrizio Pece, Tim Weyrich, Jan Kautz, Doron Friedman, Angelika Peer, Massimiliano Solazzi, Franco Tecchia, Massimo Bergamasco, and Mel Slater. 2012. Beaming: An asymmetric telepresence system. IEEE Comput. Graph. Appl.32, 6 (2012), 10--17. DOI:https://doi.org/10.1109/MCG.2012.110Google Scholar
Digital Library
- Steel Crate Games. 2015. Keep Talking and Nobody Explodes. Retrieved from https://store.steampowered.com/app/341800/Keep_Talking_and_Nobody_Explodes/Google Scholar
- Lui Albæk Thomsen, Niels Christian Nilsson, Rolf Nordahl, and Boris Lohmann. 2019. Asymmetric collaboration in virtual reality. Tidsskr. Læring og Medier 12, 20 (March 2019), 1--28. DOI:https://doi.org/10.7146/lom.v12i20.109391Google Scholar
- Güliz Tokaldi, Kaitlyn Ouverson, Chase Meusel, Austin Garcia, Stephen B. Gilbert, and Michael C. Dorneich. 2018. An Analysis of Video Games Using the Dimensions of Human-Agent Interaction. In Proceedings of the Human Factors & Ergonomics Society (HFES) Annual Meeting, 716--720.Google Scholar
- Amy Voida, Stephen Voida, Saul Greenberg, and Helen Ai He. 2008. Asymmetry in media spaces. Proc. ACM Conf. Comput. Support. Coop. Work. CSCW (2008), 313--322. DOI:https://doi.org/10.1145/1460563.1460615Google Scholar
Digital Library
- WalkinVR. 2020. WalkinVR Driver. Retrieved from https://walkinvrdriver.comGoogle Scholar
- Erin Casey Whitworth. 2017. Hetero-Technic Cooperation with Computing and Non-Computing Technologies: A Study of the Transmodal Capacity of Prosodic Cues to Alleviate Asymmetric Access to Tactile Phenomena. The University of Texas at Austin. Retrieved from https://repositories.lib.utexas.edu/handle/2152/63565Google Scholar
- Christopher W. Wiese, Marissa L. Shuffler, and Eduardo Salas. 2015. Teamwork and Team Performance Measurement (Second Edi ed.). Elsevier. DOI:https://doi.org/10.1016/B978-0-08-097086-8.22017-5Google Scholar
- Jason Wuertz, Sultan A. Alharthi, William A. Hamilton, Scott Bateman, Carl Gutwin, Anthony Tang, Zachary O. Toups, and Jessica Hammer. 2018. A design framework for awareness cues in distributed multiplayer games. Conf. Hum. Factors Comput. Syst. - Proc.2018-April, (2018), 1--14. DOI:https://doi.org/10.1145/3173574.3173817Google Scholar
Digital Library
Index Terms
A Composite Framework of Co-located Asymmetric Virtual Reality
Recommendations
Towards Collaborative Learning in Virtual Reality: A Comparison of Co-Located Symmetric and Asymmetric Pair-Learning
CHI '22: Proceedings of the 2022 CHI Conference on Human Factors in Computing SystemsPair-learning is beneficial for learning outcome, motivation, and social presence, and so is virtual reality (VR) by increasing immersion, engagement, motivation, and interest of students. Nevertheless, there is a research gap if the benefits of pair-...
ShARe: Enabling Co-Located Asymmetric Multi-User Interaction for Augmented Reality Head-Mounted Displays
UIST '20: Proceedings of the 33rd Annual ACM Symposium on User Interface Software and TechnologyHead-Mounted Displays (HMDs) are the dominant form of enabling Virtual Reality (VR) and Augmented Reality (AR) for personal use. One of the biggest challenges of HMDs is the exclusion of people in the vicinity, such as friends or family. While recent ...
Regulation of the Metaverse: A Roadmap: The risks and regulatory solutions for largescale consumer platforms.
ICVARS '22: Proceedings of the 6th International Conference on Virtual and Augmented Reality SimulationsOver the last thirty years, virtual reality (VR) and augmented reality (AR) technologies have steadily advanced, enabling high-fidelity experiences at consumer prices. Over the same period, network speeds have risen dramatically. Combined, such ...






Comments