CAVRN: An Exploration and Evaluation of a Collective Audience Virtual Reality Nexus Experience
Authors
The virtual reality ecosystem has seen an immense gain in momentum around the gaming, entertainment, and enterprise markets, but is hampered by limitations in concurrent user count, throughput, and accessibility to mass audiences. Through analysis of the current state of the virtual reality ecosystem and relevant aspects of traditional media, we propose a set of design hypotheses for practical and effective seated virtual reality experiences of scale. Said hypotheses manifest in the Collective Audience Virtual Reality Nexus (CAVRN), a framework and management system for large-scale (30+ user) virtual reality deployment in a theater-like physical setting. A mixed methodology study of CAVE, an experience implemented using CAVRN, garners rich insights into the proposed hypotheses. Findings on content design, audience representation, and audience interaction are discussed at length.
Research Questions / Practical Problems
Question signals indexed for this paper.
- 67%
Mixed Reality Remote Collaboration Combining 360 Video and 3D Reconstruction
CHI '19· Social & Collaborative VR +1
- 67%
Improving Humans' Ability to Interpret Deictic Gestures in Virtual Reality
CHI '20· Social & Collaborative VR +1
- 67%
Phonetroller: Visual Representations of Fingers for Precise Touch Input when using a Phone in VR
CHI '21· Social & Collaborative VR +1
- 67%
SkyPort: Investigating 3D Teleportation Methods in Virtual Environments
CHI '22· Social & Collaborative VR +1
- 67%
Digital Proxemics: Designing Social and Collaborative Interaction in Virtual Environments
CHI '22· Social & Collaborative VR +1
- 67%
Going, Going, Gone: Exploring Intention Communication for Multi-User Locomotion in Virtual Reality
CHI '23· Social & Collaborative VR +1
- 67%
VR Almost There: Simulating Co-located Multiplayer Experiences in Social Virtual Reality
CHI '23· Social & Collaborative VR +1
- 67%
Re-Evaluating VR User Awareness Needs During Bystander Interactions
CHI '23· Social & Collaborative VR +1
- 67%
Exploring Experience Gaps Between Active and Passive Users During Multi-user Locomotion in VR
CHI '24· Social & Collaborative VR +1
- 67%
Disembodied, Asocial, and Unreal: How Users (Re)Interpret Designed Affordances of Social VR
DIS '24· Social & Collaborative VR +1
Based on Jaccard similarity of research subtopics & professions (≥60%)