AvatarKnock
AvatarKnock
Using Avatars to lmprove Interrupting Reminders of Bystanders Outside of VR
Using Avatars to lmprove Interrupting Reminders of Bystanders Outside of VR
1/31/23
1/31/23
VR bystanders, notification design, proxemics, virtual avatar
VR bystanders, notification design, proxemics, virtual avatar



Introdcution
Virtual reality head-mounted displays (HMDs) create immersive virtuality by isolating the physical environment. However, it’s difficult for VR users to perceive the presence of bystanders outside of VR. This results in interruptions of the VR experience with bystanders, which also brings communication and security issues for both users. It is high time to establish a transitional design between virtual and reality. Our paper focuses on how to present bystanders' avatars in VR, aiming to improve VR users' peripheral awareness and maintain their immersive experience. Through videos searching and survey, we collected five typical bystanders' behaviors in VR. And then we proposed three avatar prototypes: pop-up avatar, gradual avatar, and silhouette avatar, to help VR users obtain information on bystanders’ behavior, location, identity and etc. Based on our prototypes, we proceeded with interviews with a few users, and discussed ideas about bridging virtual experience with reality. Our evaluation shows VR users could predict the occurrence of interruptions with bystanders’ virtual avatars, and leave the immersive situation naturally.
Virtual reality head-mounted displays (HMDs) create immersive virtuality by isolating the physical environment. However, it’s difficult for VR users to perceive the presence of bystanders outside of VR. This results in interruptions of the VR experience with bystanders, which also brings communication and security issues for both users. It is high time to establish a transitional design between virtual and reality. Our paper focuses on how to present bystanders' avatars in VR, aiming to improve VR users' peripheral awareness and maintain their immersive experience. Through videos searching and survey, we collected five typical bystanders' behaviors in VR. And then we proposed three avatar prototypes: pop-up avatar, gradual avatar, and silhouette avatar, to help VR users obtain information on bystanders’ behavior, location, identity and etc. Based on our prototypes, we proceeded with interviews with a few users, and discussed ideas about bridging virtual experience with reality. Our evaluation shows VR users could predict the occurrence of interruptions with bystanders’ virtual avatars, and leave the immersive situation naturally.
Research Gap
How to use different proxemics to design adaptive avatars to balance the user's sense of reality in the virtual environment?
How to use different proxemics to design adaptive avatars to balance the user's sense of reality in the virtual environment?





Innovations & Highlights
We conducted video searching (N=50) and survey (N=61) to classify typical situations in which current VR users were interrupted by bystanders, and collected the attitudes and possible behaviors of bystanders outside of VR.
Our research revealed that bystanders’ interruptions mainly included five behaviors: touching, talking, nonverbal expressions, approaching, and gestures.
We designed three avatars for VR: pop-up avatar, gradual avatar, and silhouette avatar, to establish a preliminary proposal for interrupting the VR experience.
We conducted video searching (N=50) and survey (N=61) to classify typical situations in which current VR users were interrupted by bystanders, and collected the attitudes and possible behaviors of bystanders outside of VR.
Our research revealed that bystanders’ interruptions mainly included five behaviors: touching, talking, nonverbal expressions, approaching, and gestures.
We designed three avatars for VR: pop-up avatar, gradual avatar, and silhouette avatar, to establish a preliminary proposal for interrupting the VR experience.
Demo Video
More Works