Nothing Special   »   [go: up one dir, main page]

skip to main content
10.1145/3490632.3497838acmotherconferencesArticle/Chapter ViewAbstractPublication PagesmumConference Proceedingsconference-collections
poster

Mobile Displays for Cross-Reality Interactions between Virtual and Physical Realities

Published: 25 February 2022 Publication History

Abstract

We present two use cases of mobile displays in cross-reality interactions between users immersed in Virtual Reality (VR) and users present in the Physical Reality (PR) by using the mobile display to show select artefacts of interest. The first use case is the “Substitutional Display” where a display serves as a passive haptic for an artefact. Both VR and PR users can then move the artefact by physically moving the display. The second use case is a “Virtual Artefact Handover” which allows the VR user to pass artefacts onto the PR user’s display. We envision this handover as a natural interaction where the VR user moves the artefact onto a virtual proxy of the display the PR user is holding, after which the artefact is displayed for the PR user to see.

References

[1]
Robbe Cools, Jihae Han, and Adalberto L. Simeone. 2021. SelectVisAR: Selective Visualisation of Virtual Environments in Augmented Reality. In DIS 2021 - Proceedings of the 2021 ACM Designing Interactive Systems Conference: Nowhere and Everywhere. Association for Computing Machinery, Inc, 275–282. https://doi.org/10.1145/3461778.3462096
[2]
Matt Gottsacker, Nahal Norouzi, Kangsoo Kim, Gerd Bruder, and Greg Welch. 2021. Diegetic Representations for Seamless Cross-Reality Interruptions. In ISMAR.
[3]
Hikaru Ibayashi, Yuta Sugiura, Daisuke Sakamoto, Natsuki Miyata, Mitsunori Tada, Takashi Okuma, Takeshi Kurata, Masaaki Mochimaru, and Takeo Igarashi. 2015. Dollhouse VR: A multi-view, multi-user collaborative design workspace with VR technology. In SIGGRAPH Asia 2015 Emerging Technologies, SA 2015. Association for Computing Machinery, Inc, New York, New York, USA, 1–2. https://doi.org/10.1145/2818466.2818480
[4]
Balasaravanan Thoravi Kumaravel, Cuong Nguyen, Stephen Diverdi, and Björn Hartmann. 2020. TransceiVR: Bridging Asymmetrical Communication Between VR Users and External Collaborators. (2020). https://doi.org/10.1145/3379337.3415827
[5]
Paul Milgram, Haruo Takemura, Akira Utsumi, and Fumio Kishino. 1994. Augmented Reality: A class of displays on the reality-virtuality continuum. Technical Report. http://vered.rose.utoronto.ca
[6]
Randy Pausch, Tommy Burnette, Dan Brockway, and Michael E. Weiblen. 1995. Navigation and locomotion in virtual worlds via flight into hand-held miniatures. In Proceedings of the ACM SIGGRAPH Conference on Computer Graphics. ACM, New York, New York, USA, 399–400. https://doi.org/10.1145/218380.218495
[7]
Adalberto L. Simeone, Eduardo Velloso, and Hans Gellersen. 2015. Substitutional reality: Using the physical environment todesign virtual reality experiences. In Conference on Human Factors in Computing Systems - Proceedings, Vol. 2015-April. Association for Computing Machinery, 3307–3316. https://doi.org/10.1145/2702123.2702389
[8]
Richard Skarbez, Missie Smith, and Mary C. Whitton. 2021. Revisiting Milgram and Kishino’s Reality-Virtuality Continuum. Frontiers in Virtual Reality 2 (3 2021), 647997. https://doi.org/10.3389/frvir.2021.647997
[9]
Martin Spindler, Wolfgang Büschel, and Raimund Dachselt. 2012. Use your head: Tangible windows for 3D information spaces in a tabletop environment. In ITS 2012 - Proceedings of the ACM Conference on Interactive Tabletops and Surfaces. ACM Press, New York, New York, USA, 245–254. https://doi.org/10.1145/2396636.2396674
[10]
Haijun Xia, Sebastian Herscher, Ken Perlin, and Daniel Wigdor. 2018. SpaceTime: Enabling fluid individual and collaborative editing in virtual reality. In UIST 2018 - Proceedings of the 31st Annual ACM Symposium on User Interface Software and Technology. Association for Computing Machinery, Inc, New York, New York, USA, 853–866. https://doi.org/10.1145/3242587.3242597
[11]
Keng Ta Yang, Chiu Hsuan Wang, and Liwei Chan. 2018. ShareSpace: Facilitating shared use of the physical space by both VR head-mounted display and external users. In UIST 2018 - Proceedings of the 31st Annual ACM Symposium on User Interface Software and Technology, Vol. 18. Association for Computing Machinery, Inc, New York, New York, USA, 499–509. https://doi.org/10.1145/3242587.3242630
[12]
Fengyuan Zhu and Tovi Grossman. 2020. BISHARE: Exploring Bidirectional Interactions between Smartphones and Head-Mounted Augmented Reality. In Conference on Human Factors in Computing Systems - Proceedings, Vol. 20. Association for Computing Machinery. https://doi.org/10.1145/3313831.3376233

Cited By

View all
  • (2023)Where We Stand and Where to Go: Building Bridges Between Real and Virtual Worlds for Collaboration2023 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct)10.1109/ISMAR-Adjunct60411.2023.00053(228-233)Online publication date: 16-Oct-2023

Index Terms

  1. Mobile Displays for Cross-Reality Interactions between Virtual and Physical Realities
          Index terms have been assigned to the content through auto-classification.

          Recommendations

          Comments

          Please enable JavaScript to view thecomments powered by Disqus.

          Information & Contributors

          Information

          Published In

          cover image ACM Other conferences
          MUM '21: Proceedings of the 20th International Conference on Mobile and Ubiquitous Multimedia
          December 2021
          263 pages
          ISBN:9781450386432
          DOI:10.1145/3490632
          Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

          Publisher

          Association for Computing Machinery

          New York, NY, United States

          Publication History

          Published: 25 February 2022

          Check for updates

          Author Tags

          1. cross-reality interaction
          2. mobile displays
          3. physical reality
          4. virtual reality

          Qualifiers

          • Poster
          • Research
          • Refereed limited

          Funding Sources

          • Internal Funds KU Leuven

          Conference

          MUM 2021

          Acceptance Rates

          Overall Acceptance Rate 190 of 465 submissions, 41%

          Contributors

          Other Metrics

          Bibliometrics & Citations

          Bibliometrics

          Article Metrics

          • Downloads (Last 12 months)34
          • Downloads (Last 6 weeks)4
          Reflects downloads up to 19 Nov 2024

          Other Metrics

          Citations

          Cited By

          View all
          • (2023)Where We Stand and Where to Go: Building Bridges Between Real and Virtual Worlds for Collaboration2023 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct)10.1109/ISMAR-Adjunct60411.2023.00053(228-233)Online publication date: 16-Oct-2023

          View Options

          Login options

          View options

          PDF

          View or Download as a PDF file.

          PDF

          eReader

          View online with eReader.

          eReader

          HTML Format

          View this article in HTML Format.

          HTML Format

          Media

          Figures

          Other

          Tables

          Share

          Share

          Share this Publication link

          Share on social media