Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems 2017
DOI: 10.1145/3027063.3052962
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FaceDisplay

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Cited by 21 publications
(5 citation statements)
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“…Furthermore, we note that physicality and explicitly shared physical spaces are a particularly interesting dynamic in asymmetric VR games. This was particularly noticeable in FaceDisplay (#21; Gugenheimer et al, 2017b) and AstaireVR (#10; Zhou et al, 2019). We assume that this is a valuable factor for future research; not only do players have a need for social interaction and relatedness (Ryan et al, 2006), there is also strong evidence for an appreciation of or need for embodied interaction and tangible as well as kinaesthetic experiences (Hall, 1966;Dourish, 2004;Hornecker, 2005;Kim and Schneider, 2020).…”
Section: Research Gapsmentioning
confidence: 96%
See 1 more Smart Citation
“…Furthermore, we note that physicality and explicitly shared physical spaces are a particularly interesting dynamic in asymmetric VR games. This was particularly noticeable in FaceDisplay (#21; Gugenheimer et al, 2017b) and AstaireVR (#10; Zhou et al, 2019). We assume that this is a valuable factor for future research; not only do players have a need for social interaction and relatedness (Ryan et al, 2006), there is also strong evidence for an appreciation of or need for embodied interaction and tangible as well as kinaesthetic experiences (Hall, 1966;Dourish, 2004;Hornecker, 2005;Kim and Schneider, 2020).…”
Section: Research Gapsmentioning
confidence: 96%
“…While the nature of reliance was sometimes difficult to discern, we observed this kind of dependence in only three papers (#1, #15, #21). For example, both non-HMDand HMD player need to work together by performing slicing actions to cut fruits to win (Gugenheimer et al, 2017b)'s collaborative game variant (#21). For #1, only the first-person view point variant of the game provides mirrored dependence.…”
Section: Dynamics Of Asymmetry In Game Designmentioning
confidence: 99%
“…The ShareVR (Gugenheimer, Stemasov, Frommel and Rukzio, 2017) and the FaceDisplay (Gugenheimer, Stemasov, Sareen and Rukzio, 2017) are examples tackling issues in group-oriented social interactions with the use of VR HMD. The ShareVR prototype demonstrated how non-HMD users can be part of the HMD users' experience through floor projections, mobile displays, and positional tracking.…”
Section: Hybrid Vr and Ar Usementioning
confidence: 99%
“…We envision future MR systems that rely on scenarios where users collaborate within CVEs that are experienced differently across realities, where each user has immediate access to their own "reality" but wants to interact within the reality of the other user(s) and viceversa. [25], FaceDisplay [16], Mini-Me [26], ShareVR [15], and Asymmetric Interaction [12].…”
Section: Introductionmentioning
confidence: 99%