TY - GEN
T1 - Multiplex Vision
T2 - 26th ACM Symposium on Virtual Reality Software and Technology, VRST 2020
AU - Armstrong, Mark
AU - Tsuchiya, Keitaro
AU - Liang, Feng
AU - Kunze, Kai
AU - Pai, Yun Suen
N1 - Funding Information:
This research is a collaboration between Keio Graduate School of Media Design, University of Auckland, and Ignition Point, Inc.
Publisher Copyright:
© 2020 ACM.
PY - 2020/11/1
Y1 - 2020/11/1
N2 - Research in sociology shows that effective conversation relates to people's spatial and orientational relationship, namely the proxemics (distance, eye contact, synchrony) and the F-formation (orientation and arrangement). In this work, we introduce novel conversational paradigms that effects conventional F-formation by introducing the concept of multi-directional conversation. Multiplex Vision is a head-mounted device capable of providing a 360° field-of-view (FOV) and facilitating multi-user interaction multi-directionally, thereby providing novel methods on how people can interact with each other. We propose 3 possible new forms of interactions from our prototype: one-to-one, one-to-many, and many-to-many. To facilitate them, we manipulate 2 key variables, which are the viewing parameter and the display parameter. To gather feedback for our system, we conducted a study to understand information transfer between various modes, as well as a user study on how different proposed paradigms effect conversation. Finally, we discuss present and future use cases that can benefit from our system.
AB - Research in sociology shows that effective conversation relates to people's spatial and orientational relationship, namely the proxemics (distance, eye contact, synchrony) and the F-formation (orientation and arrangement). In this work, we introduce novel conversational paradigms that effects conventional F-formation by introducing the concept of multi-directional conversation. Multiplex Vision is a head-mounted device capable of providing a 360° field-of-view (FOV) and facilitating multi-user interaction multi-directionally, thereby providing novel methods on how people can interact with each other. We propose 3 possible new forms of interactions from our prototype: one-to-one, one-to-many, and many-to-many. To facilitate them, we manipulate 2 key variables, which are the viewing parameter and the display parameter. To gather feedback for our system, we conducted a study to understand information transfer between various modes, as well as a user study on how different proposed paradigms effect conversation. Finally, we discuss present and future use cases that can benefit from our system.
KW - 360 field-of-view
KW - F-formation
KW - conversation
KW - vision augmentation
UR - http://www.scopus.com/inward/record.url?scp=85095814394&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85095814394&partnerID=8YFLogxK
U2 - 10.1145/3385956.3418954
DO - 10.1145/3385956.3418954
M3 - Conference contribution
AN - SCOPUS:85095814394
T3 - Proceedings of the ACM Symposium on Virtual Reality Software and Technology, VRST
BT - Proceedings - VRST 2020
A2 - Spencer, Stephen N.
PB - Association for Computing Machinery
Y2 - 1 November 2020 through 4 November 2020
ER -