48.9HCMar 29
Conflict Resolution Strategies for Co-manipulation of Virtual Objects Under Non-disjoint ConditionsXian Wang, Xuanru Cheng, Rongkai Shi et al.
Virtual Reality (VR) co-manipulation enables multiple users to collaboratively interact with shared virtual objects. However, existing research treats objects as monolithic entities, overlooking scenarios where users need to manipulate different sub-components simultaneously. This work addresses conflict resolution when users select overlapping vertices (non-disjoint sets) during co-manipulation. We present a comprehensive framework comprising preventive strategies (Object-level and Action-level Restrictions) and reactive strategies (computational conflict resolution). Through two user studies with 76 participants (38 pairs), we evaluated these approaches in collaborative wireframe editing tasks. Study 1 identified Averaging as the optimal computational method, balancing task efficiency with user experience. Study 2 highlighted that Action-level Restriction, which permits overlapping selections but restricts concurrent identical operations, achieved better performance compared to exclusive object locking. Reactive strategies using averaging provided smooth collaboration for experienced users, while second-user priority enabled quick corrections. Our findings indicate that optimal strategy selection depends on task requirements, user expertise, and collaboration patterns. Based on the findings, we provide design implications for developing VR collaboration systems that support flexible sub-components manipulation while maintaining collaborative awareness and minimizing conflicts.
HCAug 12, 2021Code
Exploring Head-based Mode-Switching in Virtual RealityRongkai Shi, Nan Zhu, Hai-Ning Liang et al.
Mode-switching supports multilevel operations using a limited number of input methods. In Virtual Reality (VR) head-mounted displays (HMD), common approaches for mode-switching use buttons, controllers, and users' hands. However, they are inefficient and challenging to do with tasks that require both hands (e.g., when users need to use two hands during drawing operations). Using head gestures for mode-switching can be an efficient and cost-effective way, allowing for a more continuous and smooth transition between modes. In this paper, we explore the use of head gestures for mode-switching especially in scenarios when both users' hands are performing tasks. We present a first user study that evaluated eight head gestures that could be suitable for VR HMD with a dual-hand line-drawing task. Results show that move forward, move backward, roll left, and roll right led to better performance and are preferred by participants. A second study integrating these four gestures in Tilt Brush, an open-source painting VR application, is conducted to further explore the applicability of these gestures and derive insights. Results show that Tilt Brush with head gestures allowed users to change modes with ease and led to improved interaction and user experience. The paper ends with a discussion on some design recommendations for using head-based mode-switching in VR HMD.
HCJan 9, 2022
In-Device Feedback in Immersive Head-Mounted Displays for Distance Perception During Teleoperation of Unmanned Ground VehiclesYiming Luo, Jialin Wang, Rongkai Shi et al.
In recent years, Virtual Reality (VR) Head-Mounted Displays (HMD) have been used to provide an immersive, first-person view in real-time for the remote-control of Unmanned Ground Vehicles (UGV). One critical issue is that it is challenging to perceive the distance of obstacles surrounding the vehicle from 2D views in the HMD, which deteriorates the control of UGV. Conventional distance indicators used in HMD take up screen space which leads clutter on the display and can further reduce situation awareness of the physical environment. To address the issue, in this paper we propose off-screen in-device feedback using vibro-tactile and/or light-visual cues to provide real-time distance information for the remote control of UGV. Results from a study show a significantly better performance with either feedback type, reduced workload and improved usability in a driving task that requires continuous perception of the distance between the UGV and its environmental objects or obstacles. Our findings show a solid case for in-device vibro-tactile and/or light-visual feedback to support remote operation of UGVs that highly relies on distance perception of objects.
HCSep 29, 2021
RelicVR: A Virtual Reality Game for Active Exploration of Archaeological RelicsYilin Liu, Yiming Lin, Rongkai Shi et al.
Digitalization is changing how people visit museums and explore the artifacts they house. Museums, as important educational venues outside classrooms, need to actively explore the application of digital interactive media, including games that can balance entertainment and knowledge acquisition. In this paper, we introduce RelicVR, a virtual reality (VR) game that encourages players to discover artifacts through physical interaction in a game-based approach. Players need to unearth artifacts hidden in a clod enclosure by using available tools and physical movements. The game relies on the dynamic voxel deformation technique to allow players to chip away earth covering the artifacts. We added uncertainty in the exploration process to bring it closer to how archaeological discovery happens in real life. Players do not know the shape or features of the hidden artifact and have to take away the earth gradually but strategically without hitting the artifact itself. From playtesting sessions with eight participants, we found that the uncertainty elements are conducive to their engagement and exploration experience. Overall, RelicVR is an innovative game that can improve players' learning motivation and outcomes of ancient artifacts.
HCMar 9, 2021
Virtual Reality Sickness Mitigation Methods: A Comparative Study in a Racing GameRongkai Shi, Hai-Ning Liang, Yu Wu et al.
Using virtual reality (VR) head-mounted displays (HMDs) can induce VR sickness. VR sickness can cause strong discomfort, decrease users' presence and enjoyment, especially in games, shorten the duration of the VR experience, and can even pose health risks. Previous research has explored different VR sickness mitigation methods by adding visual effects or elements. Field of View (FOV) reduction, Depth of Field (DOF) blurring, and adding a rest frame into the virtual environment are examples of such methods. Although useful in some cases, they might result in information loss. This research is the first to compare VR sickness, presence, workload to complete a search task, and information loss of these three VR sickness mitigation methods in a racing game with two levels of control. To do this, we conducted a mixed factorial user study (N = 32) with degree of control as the between-subjects factor and the VR sickness mitigation techniques as the within-subjects factor. Participants were required to find targets with three difficulty levels while steering or not steering a car in a virtual environment. Our results show that there are no significant differences in VR sickness, presence and workload among these techniques under two levels of control in our VR racing game. We also found that changing FOV dynamically or using DOF blur effects would result in information loss while adding a target reticule as a rest frame would not.