2020
DOI: 10.1002/cav.1985
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X‐person asymmetric interaction in virtual and augmented realities

Abstract: This study proposes simple, highly immersive x-person asymmetric interactions that account for the experience type characteristics of asymmetric virtual environments, jointly experienced by virtual reality (VR) users and augmented reality (AR) users. The first person interactions for VR users are performed through the use of hand gestures, and they define a manipulation process that maps the gestures and object control scheme to provide intuitive interactions with the virtual environment and objects. The third… Show more

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Cited by 15 publications
(4 citation statements)
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“…As we discovered in our study, clear asymmetries of experience exist between users and bystanders, which echoes the work of, for example Cho at al. [61], who refer to the environment in which users and bystanders are interacting, as itself asymmetric. In our data, the asymmetries were evident in the level of uncertainty experienced by the bystanders about what information was being displayed VOLUME 11, 2023 to the PAR users, but also in merely knowing that PAR users could access information that bystanders could not.…”
Section: A Asymmetries Of the Par Experience And Fracturing Effectsmentioning
confidence: 99%
“…As we discovered in our study, clear asymmetries of experience exist between users and bystanders, which echoes the work of, for example Cho at al. [61], who refer to the environment in which users and bystanders are interacting, as itself asymmetric. In our data, the asymmetries were evident in the level of uncertainty experienced by the bystanders about what information was being displayed VOLUME 11, 2023 to the PAR users, but also in merely knowing that PAR users could access information that bystanders could not.…”
Section: A Asymmetries Of the Par Experience And Fracturing Effectsmentioning
confidence: 99%
“…An example of this would be the Oculus Rift touch controllers [20], which can be used to simulate hand position, rotation, and finger movement using gyroscopic controls and buttons. These were used in a study by Cho et al [21] in their work on creating an asymmetrical interaction system between AR and VR environments. This study did not utilise the controllers specifically for AR; instead, the authors created an application where one user controlled a scene with a mobile AR device, and another user could control objects within it by using VR and using the Oculus controllers.…”
Section: Review Of Literaturementioning
confidence: 99%
“…For example, a hand tracking device was used to design an interface, in which the PC users participate directly in an asymmetric virtual environment where PC-based non-HMD users and HMD-based VR users experience together [12]. As another example, a study designed a touch interface suitable for mobile devices in a virtual environment in which the mobile-platform-based AR users and HMD-based VR users go through the experience together [26]. Recently, studies have been conducted to propose easy, fast, and convenient hand interfaces by applying deep learning technology to directly connect gestures and actions in conventional GUI-based decision-making and action-performing processes [6].…”
Section: Related Workmentioning
confidence: 99%