2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW) 2020
DOI: 10.1109/vrw50115.2020.00058
|View full text |Cite
|
Sign up to set email alerts
|

Analysis of Interaction Spaces for VR in Public Transport Systems

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
2
1

Citation Types

1
21
0

Year Published

2020
2020
2023
2023

Publication Types

Select...
3
2
1

Relationship

0
6

Authors

Journals

citations
Cited by 16 publications
(22 citation statements)
references
References 6 publications
1
21
0
Order By: Relevance
“…Participants wanted to avoid the perception of invading others' personal space. As discussed, a body of research has reflected on what we interpret to be our private space [18,33,52,55], and our findings add to this the importance of perception of a 3D personal space mixes with the affordances and constraints of the transport environment.…”
Section: Tension Between Physical Comfort and Social Discomfortsupporting
confidence: 55%
“…Participants wanted to avoid the perception of invading others' personal space. As discussed, a body of research has reflected on what we interpret to be our private space [18,33,52,55], and our findings add to this the importance of perception of a 3D personal space mixes with the affordances and constraints of the transport environment.…”
Section: Tension Between Physical Comfort and Social Discomfortsupporting
confidence: 55%
“…The use of Virtual and Augmented Reality (collectively XR) in transport settings, such as autonomous vehicles [17,46,51], trains/buses [4,5,49] and aeroplanes [2,36,45,60] is becoming an area of research and industrial focus. Early vehicular VR research instrumented cars with orientation, velocity and location sensors and used the data to drive immersive game [16] or media [29] experiences that followed the motion of the car.…”
Section: Vr On Passenger Transportmentioning
confidence: 99%
“…Based on these principles, researchers have developed several applications, including driver interfaces [8,12], rear-seat productivity [23], mindfulness experiences [40], AR games [56] and motion sickness mitigations [24,29], a key challenge in vehicular XR [30]. More recently, research and industry has broadened the use of VR to planes [2,36,45,60], trains [5,49] and buses [4]. However, travel spaces are very different from traditional XR interaction spaces in homes and offices, and research is only beginning to explore how XR experiences should be designed to suit the physical and social constraints of transport seating.…”
Section: Vr On Passenger Transportmentioning
confidence: 99%
“…The idea of VR headset use in public space has been studied by the HCI community, revealing key challenges that need to be overcome for wider VR adoption in social settings. Engaging with VR in public evokes worries and creates risks for safety, including physically colliding and accidental bumping into other people [17,7,35,3,29], especially those in close proximity [18]. Although little research has looked at VR use whilst travelling, several authors have discussed the challenges that these contexts add.…”
Section: Motivation and Backgroundmentioning
confidence: 99%
“…Although little research has looked at VR use whilst travelling, several authors have discussed the challenges that these contexts add. The lack of awareness of one's belongings [3] and surrounding furniture [29], missing a destination stop, or an important travel announcement [3,35] were among key concerns for passengers. Social acceptability was another challenge found to be a barrier for wider VR adoption in public [19,20,28,35], showing that the action of using the headset also needs to be seen as appropriate by the passengers themselves and observers, preventing the concerns for privacy [9,35] or feeling like you look "stupid" [3].…”
Section: Motivation and Backgroundmentioning
confidence: 99%