Projects per year
Abstract
Co-located social gaming with players and observers talking to each other is commonplace. However, it becomes less attractive when using virtual reality (VR): while VR increases players' presence by immersing them in a virtual world, it also shuts out their observing friends. We investigate whether extended reality (XR) can improve the observer experience by giving them agency over their viewpoint in the game and personalizing the representation they see of the player. In a user study, 24 pairs of players and observers experienced co-located VR gaming. Observers either watched the player's gameplay on a stationary screen i) from the player's viewpoint or ii) controlling their viewpoint with a gamepad, or on an XR-enabled mobile screen controlling their viewpoint by moving the screen iii) with the player represented as a generic game avatar or iv) a personalized avatar obtained through live player footage augmentation. Results show that giving observers agency over their viewpoint with an XR-enabled mobile screen provides substantial benefits to presence and observers' overall experience.
Original language | English |
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Title of host publication | Proceedings - 2024 IEEE International Symposium on Mixed and Augmented Reality, ISMAR 2024 |
Editors | Ulrich Eck, Misha Sra, Jeanine Stefanucci, Maki Sugimoto, Markus Tatzgern, Ian Williams |
Place of Publication | U. S. A. |
Publisher | IEEE |
Pages | 1226-1235 |
Number of pages | 10 |
ISBN (Electronic) | 9798331516475 |
DOIs | |
Publication status | Published - 25 Oct 2024 |
Event | 23rd IEEE International Symposium on Mixed and Augmented Reality, ISMAR 2024 - Seattle, USA United States Duration: 21 Oct 2024 → 25 Oct 2024 |
Publication series
Name | Proceedings - 2024 IEEE International Symposium on Mixed and Augmented Reality, ISMAR 2024 |
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Conference
Conference | 23rd IEEE International Symposium on Mixed and Augmented Reality, ISMAR 2024 |
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Country/Territory | USA United States |
City | Seattle |
Period | 21/10/24 → 25/10/24 |
Keywords
- agency
- co-located gaming
- presence
- VR
- XR
ASJC Scopus subject areas
- Computer Science Applications
- Media Technology
- Modelling and Simulation
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Centre for the Analysis of Motion, Entertainment Research and Applications (CAMERA) - 2.0
Campbell, N. (PI), Cosker, D. (PI), Bilzon, J. (CoI), Campbell, N. (CoI), Cazzola, D. (CoI), Colyer, S. (CoI), Cosker, D. (CoI), Lutteroth, C. (CoI), McGuigan, P. (CoI), O'Neill, E. (CoI), Petrini, K. (CoI), Proulx, M. (CoI) & Yang, Y. (CoI)
Engineering and Physical Sciences Research Council
1/11/20 → 31/10/25
Project: Research council
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Centre for the Analysis of Motion, Entertainment Research and Applications (CAMERA)
Cosker, D. (PI), Bilzon, J. (CoI), Campbell, N. (CoI), Cazzola, D. (CoI), Colyer, S. (CoI), Fincham Haines, T. (CoI), Hall, P. (CoI), Kim, K. I. (CoI), Lutteroth, C. (CoI), McGuigan, P. (CoI), O'Neill, E. (CoI), Richardt, C. (CoI), Salo, A. (CoI), Seminati, E. (CoI), Tabor, A. (CoI) & Yang, Y. (CoI)
Engineering and Physical Sciences Research Council
1/09/15 → 28/02/21
Project: Research council