Proceedings of the 35th Annual ACM Symposium on User Interface Software and Technology 2022
DOI: 10.1145/3526113.3545657
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PassengXR: A Low Cost Platform for Any-Car, Multi-User, Motion-Based Passenger XR Experiences

Abstract: Figure 1: PassengXR lets practitioners create multi-passenger XR experiences based on the motion of any vehicle, supporting immersive gaming (bottom left), productivity (bottom middle) and collaboration (bottom right).

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Cited by 21 publications
(10 citation statements)
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“…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. Similar functionality is used by Holoride [17], a commercial car-based VR entertainment company, and McGill et al [31] have created an open-source any-car sensor platform for vehicular XR. 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].…”
Section: Vr On Passenger Transportmentioning
confidence: 98%
See 1 more Smart Citation
“…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. Similar functionality is used by Holoride [17], a commercial car-based VR entertainment company, and McGill et al [31] have created an open-source any-car sensor platform for vehicular XR. 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].…”
Section: Vr On Passenger Transportmentioning
confidence: 98%
“…After reading an information sheet and signing the consent form, participants were fitted with a Pico Neo 3 Pro [42] standalone VR headset (Qualcomm XR2 processor, 6GB RAM), which is broadly equivalent to the popular Meta Quest 2, and has been recommended for vehicular XR research [31]. The procedure for the 4 Interaction Techniques was the same, except that participants were sat in the middle of 3 non-rotating office chairs for the at-a-distance techniques (Linear Gain, Remote Hand and AlphaCursor) to give the impression of being on transport seating, and give participants a sense of how close other people and architecture would be, and so how small the interaction space is.…”
Section: Participants and Proceduresmentioning
confidence: 99%
“…In particular, speculative scenarios are useful for exploring complex transport scenarios where current technologies fall short or are not yet available. For instance, several authors have envisioned potential passengers of the future using immersive technologies in cars [47], including autonomous car scenarios [2], and adapting VR to be used within public transport seating constraints [77]. Furthermore, such speculative scenarios are not limited to academic research, as commercial entities, such as Holoride [86], have also explored possible futures of immersive technologies in transportation contexts.…”
Section: Exploring Future Scenarios With Speculative Approaches and V...mentioning
confidence: 99%
“…This information could then be broadcasted anonymously to headsets in the area, which could use it to represent Reality Anchors, similar to the approach of broadcasted vehicle telemetry discussed by McGill et. al [47]. In addition, privacy-preserving sensor data collected by each headset could also be shared with other immersive technology users in the local environment to avoid occlusion problems.…”
Section: A Future Vision Of Reality Anchorsmentioning
confidence: 99%
“…A growing body of research has been examining the utility, usability and acceptability of Extended Reality (XR) headsets for use by passengers, supporting productivity [28,35,49,62,63,68], gaming [32,58,100,116], entertainment [28,56,115], relaxation [48] and more. Whilst much of this research has focused on passenger use of occlusive VR headsets and the unique challenges they pose in passenger contexts [57], the prospect of everyday Augmented Reality [70], first in glasses-like form factors, offers a route towards virtual spatial interactive content being rendered anywhere around the passenger, giving users a chance to move away from the constraints of more traditional mobile devices such as tablets, smartphones, and laptops and enabling a breadth of future mobility use cases [7,84].…”
Section: Related Work 21 Passenger Xr Vr Armentioning
confidence: 99%