TY - GEN
T1 - Parallel Ping-Pong
T2 - 2022 Augmented Humans Conference, AHs 2022
AU - Takada, Kazuma
AU - Kawaguchi, Midori
AU - Uehara, Akira
AU - Nakanishi, Yukiya
AU - Armstrong, Mark
AU - Verhulst, Adrien
AU - Minamizawa, Kouta
AU - Kasahara, Shunichi
N1 - Publisher Copyright:
© 2022 ACM.
PY - 2022/3/13
Y1 - 2022/3/13
N2 - We propose Parallel Ping-Ping, a system that realizes "Parallel Embodiment", the experience of a single user controlling multiple bodies simultaneously. The user plays ping-pong by controlling 2 robot arms using a Virtual Reality (VR) controller, while looking at 2 tables through a Head Mounted Display (HMD). The computer constantly calculates the ball trajectory and the motion for the robot arm to hit the balls back automatically through color cameras. Based on this calculation, the system integrates the motion of the user's controller, maintaining the sense of agency of the robot arms even though single user plays ping-pong with two opponents. In addition, the user's view through the HMD is automatically switched to the appropriate table according to the calculated position and direction, so that the user can perceive both tables' situation smoothly. We exhibited a three-day Parallel Ping-Pong demonstration and surveyed 142 participants about their perception while controlling multiple bodies. In this paper, we introduce the Parallel Ping-Pong system framework and the insights from the survey of demonstration. We also discuss the design implication for Parallel Embodiment based on these results.
AB - We propose Parallel Ping-Ping, a system that realizes "Parallel Embodiment", the experience of a single user controlling multiple bodies simultaneously. The user plays ping-pong by controlling 2 robot arms using a Virtual Reality (VR) controller, while looking at 2 tables through a Head Mounted Display (HMD). The computer constantly calculates the ball trajectory and the motion for the robot arm to hit the balls back automatically through color cameras. Based on this calculation, the system integrates the motion of the user's controller, maintaining the sense of agency of the robot arms even though single user plays ping-pong with two opponents. In addition, the user's view through the HMD is automatically switched to the appropriate table according to the calculated position and direction, so that the user can perceive both tables' situation smoothly. We exhibited a three-day Parallel Ping-Pong demonstration and surveyed 142 participants about their perception while controlling multiple bodies. In this paper, we introduce the Parallel Ping-Pong system framework and the insights from the survey of demonstration. We also discuss the design implication for Parallel Embodiment based on these results.
KW - Body Ownership
KW - Cybernetic Avatar
KW - Parallel Embodiment
KW - Robotic Arm
KW - Sense of Agency
UR - http://www.scopus.com/inward/record.url?scp=85128959583&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85128959583&partnerID=8YFLogxK
U2 - 10.1145/3519391.3519408
DO - 10.1145/3519391.3519408
M3 - Conference contribution
AN - SCOPUS:85128959583
T3 - ACM International Conference Proceeding Series
SP - 121
EP - 130
BT - Proceedings of Augmented Humans Conference 2022, AHs 2022
PB - Association for Computing Machinery
Y2 - 13 March 2022 through 15 March 2022
ER -