A Composite Framework of Co-located Asymmetric Virtual Reality

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2021-04-01
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Ouverson, Kaitlyn
Gilbert, Stephen
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Gilbert, Stephen
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Psychology
The Department of Psychology may prepare students with a liberal study, or for work in academia or professional education for law or health-services. Graduates will be able to apply the scientific method to human behavior and mental processes, as well as have ample knowledge of psychological theory and method.
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Industrial and Manufacturing Systems Engineering
The Department of Industrial and Manufacturing Systems Engineering teaches the design, analysis, and improvement of the systems and processes in manufacturing, consulting, and service industries by application of the principles of engineering. The Department of General Engineering was formed in 1929. In 1956 its name changed to Department of Industrial Engineering. In 1989 its name changed to the Department of Industrial and Manufacturing Systems Engineering.
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Virtual Reality Applications CenterPsychologyIndustrial and Manufacturing Systems EngineeringHuman Computer InteractionVirtual Reality Applications Center
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.

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This is the definitive version of an article published by ACM in Ouverson, Kaitlyn M., and Stephen B. Gilbert. "A Composite Framework of Co-located Asymmetric Virtual Reality." Proceedings of the ACM on Human-Computer Interaction 5, no. CSCW1 (2021): 5. DOI: 10.1145/3449079. Posted with permission.

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Fri Jan 01 00:00:00 UTC 2021
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