Was it Real or Virtual? Confirming the Occurrence and Explaining Causes of Memory Source Confusion between Reality and Virtual RealitySource confusion occurs when individuals attribute a memory to the wrong source (e.g., confusing a picture with an experienced event). Virtual Reality (VR) represents a new source of memories particularly prone to being confused with reality. While previous research identified causes of source confusion between reality and other sources (e.g., imagination, pictures), there is currently no understanding of what characteristics specific to VR (e.g., immersion, presence) could influence source confusion. Through a laboratory study (n=29), we 1) confirm the existence of VR source confusion with current technology, and 2) present a quantitative and qualitative exploration of factors influencing VR source confusion. Building on the Source Monitoring Framework, we identify VR characteristics and assumptions about VR capabilities (e.g., poor rendering) that are used to distinguish virtual from real memories. From these insights, we reflect on how the increasing realism of VR could leave users vulnerable to memory errors and perceptual manipulations.2024EBElise Bonnail et al.Institut Polytechnique de ParisEye Tracking & Gaze InteractionImmersion & Presence ResearchCHI
pARam: Leveraging Parametric Design in Extended Reality to Support the Personalization of Artifacts for Personal FabricationExtended Reality (XR) allows in-situ previewing of designs to be manufactured through Personal Fabrication (PF). These in-situ interactions exhibit advantages for PF, like incorporating the environment into the design process. However, design-for-fabrication in XR often happens through either highly complex 3D-modeling or is reduced to rudimentary adaptations of crowd-sourced models. We present pARam, a tool combining parametric designs (PDs) and XR, enabling in-situ configuration of artifacts for PF. In contrast to modeling- or search-focused approaches, pARam supports customization through embodied and practical inputs (e.g., gestures, recommendations) and evaluation (e.g., lighting estimation) without demanding complex 3D-modeling skills. We implemented pARam for HoloLens 2 and evaluated it (n=20), comparing XR and desktop conditions. Users succeeded in choosing context-related parameters and took their environment into account for their configuration using pARam. We reflect on the prospects and challenges of PDs in XR to streamline complex design methods for PF while retaining suitable expressivity.2024ESEvgeny Stemasov et al.Ulm UniversityAR Navigation & Context AwarenessDesktop 3D Printing & Personal FabricationCustomizable & Personalized ObjectsCHI
DungeonMaker: Embedding Tangible Creation and Destruction in Hybrid Board Games through Personal Fabrication TechnologyHybrid board games (HBGs) augment their analog origins digitally (e.g., through apps) and are an increasingly popular pastime activity. Continuous world and character development and customization, known to facilitate engagement in video games, remain rare in HBGs. If present, they happen digitally or imaginarily, often leaving physical aspects generic. We developed DungeonMaker, a fabrication-augmented HBG bridging physical and digital game elements: 1) the setup narrates a story and projects a digital game board onto a laser cutter; 2) DungeonMaker assesses player-crafted artifacts; 3) DungeonMaker's modified laser head senses and moves player- and non-player figures, and 4) can physically damage figures. An evaluation (n=4x3) indicated that DungeonMaker provides an engaging experience, may support players' connection to their figures, and potentially spark novices' interest in fabrication. DungeonMaker provides a rich constellation to play HBGs by blending aspects of craft and automation to couple the physical and digital elements of an HBG tightly.2024ESEvgeny Stemasov et al.Ulm UniversityDigitalization of Board & Tabletop GamesDesktop 3D Printing & Personal FabricationCHI
Memory Manipulations in Extended RealityHuman memory has notable limitations (e.g., forgetting) which have necessitated a variety of memory aids (e.g., calendars). As we grow closer to mass adoption of everyday Extended Reality (XR), which is frequently leveraging perceptual limitations (e.g., redirected walking), it becomes pertinent to consider how XR could leverage memory limitations (forgetting, distorting, persistence) to induce memory manipulations. As memories highly impact our self-perception, social interactions, and behaviors, there is a pressing need to understand XR Memory Manipulations (XRMMs). We ran three speculative design workshops (n=12), with XR and memory researchers creating 48 XRMM scenarios. Through thematic analysis, we define XRMMs, present a framework of their core components and reveal three classes (at encoding, pre-retrieval, at retrieval). Each class differs in terms of technology (AR, VR) and impact on memory (influencing quality of memories, inducing forgetting, distorting memories). We raise ethical concerns and discuss opportunities of perceptual and memory manipulations in XR.2023EBElise Bonnail et al.Institut Polytechnique de ParisElectrical Muscle Stimulation (EMS)Immersion & Presence ResearchCHI
FingerMapper: Mapping Finger Motions onto Virtual Arms to Enable Safe Virtual Reality Interaction in Confined SpacesWhole-body movements enhance the presence and enjoyment of Virtual Reality (VR) experiences. However, using large gestures is often uncomfortable and impossible in confined spaces (e.g., public transport). We introduce FingerMapper, mapping small-scale finger motions onto virtual arms and hands to enable whole-body virtual movements in VR. In a first target selection study (n=13) comparing FingerMapper to hand tracking and ray-casting, we found that FingerMapper can significantly reduce physical motions and fatigue while having a similar degree of precision. In a consecutive study (n=13), we compared FingerMapper to hand tracking inside a confined space (the front passenger seat of a car). The results showed participants had significantly higher perceived safety and fewer collisions with FingerMapper while preserving a similar degree of presence and enjoyment as hand tracking. Finally, we present three example applications demonstrating how FingerMapper could be applied for locomotion and interaction for VR in confined spaces.2023WTWen-Jie Tseng et al.Institut Polytechnique de ParisHand Gesture RecognitionFull-Body Interaction & Embodied InputCHI
Towards Understanding Diminished RealityDiminished reality (DR) refers to the concept of removing content from a user's visual environment. While its implementation is becoming feasible, it is still unclear how users perceive and interact in DR-enabled environments and what applications it benefits. To address this challenge, we first conduct a formative study to compare user perceptions of DR and mediated reality effects (e.g., changing the color or size of target elements) in four example scenarios. Participants preferred removing objects through opacity reduction (i.e., the standard DR implementation) and appreciated mechanisms for maintaining a contextual understanding of diminished items (e.g., outlining). In a second study, we explore the user experience of performing tasks within DR-enabled environments. Participants selected which objects to diminish and the magnitude of the effects when performing two separate tasks (video viewing, assembly). Participants were comfortable with decreased contextual understanding, particularly for less mobile tasks. Based on the results, we define guidelines for creating general DR-enabled environments.2022YCYifei Cheng et al.Swarthmore CollegeMixed Reality WorkspacesImmersion & Presence ResearchContext-Aware ComputingCHI
ShapeFindAR: Exploring In-Situ Spatial Search for Physical Artifact Retrieval using Mixed RealityPersonal fabrication is made more accessible through repositories like Thingiverse, as they replace modeling with retrieval. However, they require users to translate spatial requirements to keywords, which paints an incomplete picture of physical artifacts: proportions or morphology are non-trivially encoded through text only. We explore a vision of in-situ spatial search for (future) physical artifacts, and present ShapeFindAR, a mixed-reality tool to search for 3D models using in-situ sketches blended with textual queries. With ShapeFindAR, users search for geometry, and not necessarily precise labels, while coupling the search process to the physical environment (e.g., by sketching in-situ, extracting search terms from objects present, or tracing them). We developed ShapeFindAR for HoloLens 2, connected to a database of 3D-printable artifacts. We specify in-situ spatial search, describe its advantages, and present walkthroughs using ShapeFindAR, which highlight novel ways for users to articulate their wishes, without requiring complex modeling tools or profound domain knowledge.2022ESEvgeny Stemasov et al.Ulm UniversityMixed Reality WorkspacesDesktop 3D Printing & Personal FabricationCHI
The Dark Side of Perceptual Manipulations in Virtual Reality"Virtual-Physical Perceptual Manipulations'' (VPPMs) such as redirected walking and haptics expand the user's capacity to interact with Virtual Reality (VR) beyond what would ordinarily physically be possible. VPPMs leverage knowledge of the limits of human perception to effect changes in the user's physical movements, becoming able to (perceptibly and imperceptibly) nudge their physical actions to enhance interactivity in VR. We explore the risks posed by the malicious use of VPPMs. First, we define, conceptualize and demonstrate the existence of VPPMs. Next, using speculative design workshops, we explore and characterize the threats/risks posed, proposing mitigations and preventative recommendations against the malicious use of VPPMs. Finally, we implement two sample applications to demonstrate how existing VPPMs could be trivially subverted to create the potential for physical harm. This paper aims to raise awareness that the current way we apply and publish VPPMs can lead to malicious exploits of our perceptual vulnerabilities.2022WTWen-Jie Tseng et al.Institut Polytechnique de ParisImmersion & Presence ResearchDance & Body Movement ComputingCHI
Consent in the Age of AR: Investigating The Comfort With Displaying Personal Information in Augmented RealitySocial Media (SM) has shown that we adapt our communication and disclosure behaviors to available technological opportunities. Head-mounted Augmented Reality (AR) will soon allow to effortlessly display the information we disclosed not isolated from our physical presence (e.g., on a smartphone) but visually attached to the human body. In this work, we explore how the medium (AR vs. Smartphone), our role (being augmented vs. augmenting), and characteristics of information types (e.g., level of intimacy, self-disclosed vs. non-self-disclosed) impact the users' comfort when displaying personal information. Conducting an online survey (N=148), we found that AR technology and being augmented negatively impacted this comfort. Additionally, we report that AR mitigated the effects of information characteristics compared to those they had on smartphones. In light of our results, we discuss that information augmentation should be built on consent and openness, focusing more on the comfort of the augmented rather than the technological possibilities.2022JRJan Ole Rixen et al.Institute of Media InformaticsAR Navigation & Context AwarenessPrivacy by Design & User ControlPrivacy Perception & Decision-MakingCHI
VRception: Rapid Prototyping of Cross-Reality Systems in Virtual RealityCross-reality systems empower users to transition along the reality-virtuality continuum or collaborate with others experiencing different manifestations of it. However, prototyping these systems is challenging, as it requires sophisticated technical skills, time, and often expensive hardware. We present VRception, a concept and toolkit for quick and easy prototyping of cross-reality systems. By simulating all levels of the reality-virtuality continuum entirely in Virtual Reality, our concept overcomes the asynchronicity of realities, eliminating technical obstacles. Our VRception Toolkit leverages this concept to allow rapid prototyping of cross-reality systems and easy remixing of elements from all continuum levels. We replicated six cross-reality papers using our toolkit and presented them to their authors. Interviews with them revealed that our toolkit sufficiently replicates their core functionalities and allows quick iterations. Additionally, remote participants used our toolkit in pairs to collaboratively implement prototypes in about eight minutes that they would have otherwise expected to take days.2022UGUwe Gruenefeld et al.University of Duisburg-EssenMixed Reality WorkspacesImmersion & Presence ResearchCHI
A Critical Assessment of the Use of SSQ as a Measure of General Discomfort in VR Head-Mounted DisplaysBased on a systematic literature review of more than 300 papers published over the last 10 years, we provide indicators that the simulator sickness questionnaire (SSQ) is extensively used and widely accepted as a general discomfort measure in virtual reality (VR) research – although it actually only accounts for one category of symptoms. This results in important other categories (digital eye strain (DES) and ergonomics) being largely neglected. To contribute to a more comprehensive picture of discomfort in VR head-mounted displays, we further conducted an online study (N=352) on the severity and relevance of all three symptom categories. Most importantly, our results reveal that symptoms of simulator sickness are significantly less severe and of lower prevalence than those of DES and ergonomics. In light of these findings, we critically discuss the current use of SSQ as the only discomfort measure and propose a more comprehensive factor model that also includes DES and ergonomics.2021THTeresa Hirzle et al.Ulm UniversityMotion Sickness & Passenger ExperienceImmersion & Presence ResearchCHI
Exploring Augmented Visual Alterations in Interpersonal CommunicationAugmented Reality (AR) glasses equip users with the tools to modify the visual appearance of their surrounding environment. This might severely impact interpersonal communication, as the conversational partners will no longer share the same visual perception of reality. Grounded in color-in-context theory, we present a potential AR application scenario in which users can modify the color of the environment to achieve subconscious benefits. In a consecutive online survey (N=64), we measured the user's comfort, acceptance of altering and being altered, and how it is impacted by being able to perceive or not perceive the alteration. We identified significant differences depending on (1) who or what is the target of the alteration, (2) which body part is altered, and (3) which relationship the conversational partners share. In light of our quantitative and qualitative findings, we discuss ethical and practical implications for future devices and applications that employ visual alterations.2021JRJan Ole Rixen et al.Institute of Media InformaticsAgent Personality & AnthropomorphismAR Navigation & Context AwarenessCHI
SpatialProto: Exploring Real-World Motion Captures for Rapid Prototyping of Interactive Mixed RealitySpatial computing devices that blend virtual and real worlds have the potential to soon become ubiquitous. Yet, creating experiences for spatial computing is non-trivial and needs skills in programming and 3D content creation, rendering them inaccessible to a wider group of users. We present SpatialProto, an in-situ spatial prototyping system for lowering the barrier to engage in spatial prototyping. With a depth-sensing capable Mixed Reality headset, SpatialProto lets users record animated objects of the real-world environment (e.g. paper, clay, people or any other prop), extract only the relevant parts, and directly place and transform these recordings in their physical environment. We describe the design and implementation of SpatialProto, a user study evaluating the system's prototype with non-expert users (n=9), and demonstrate applications where multiple captures are fused for compelling Augmented Reality experiences.2021LMLeon Müller et al.LMU MunichEV Charging & Eco-Driving InterfacesShape-Changing Interfaces & Soft Robotic MaterialsMixed Reality WorkspacesCHI
ShARe: Enabling Co-Located Asymmetric Multi-User Interaction for Augmented Reality Head-Mounted DisplaysHead-Mounted Displays (HMDs) are the dominant form of enabling Virtual Reality (VR) and Augmented Reality (AR) for personal use. One of the biggest challenges of HMDs is the exclusion of people in the vicinity, such as friends or family. While recent research on asymmetric interaction for VR HMDs has contributed to solving this problem in the VR domain, AR HMDs come with similar but also different problems, such as conflicting information in visualization through the HMD and projection. In this work, we propose ShARe, a modified AR HMD combined with a projector that can display augmented content onto planar surfaces to include the outside users (non-HMD users). To combat the challenge of conflicting visualization between augmented and projected content, ShARe visually aligns the content presented through the AR HMD with the projected content using an internal calibration procedure and a servo motor. Using marker tracking, non-HMD users are able to interact with the projected content using touch and gestures. To further explore the arising design space, we implemented three types of applications (collaborative game, competitive game, and external visualization). ShARe is a proof-of-concept system that showcases how AR HMDs can facilitate interaction with outside users to combat exclusion and instead foster rich, enjoyable social interactions.2020PJPascal Jansen et al.Social & Collaborative VRMixed Reality WorkspacesUIST