Abstract
Every Virtual Reality (VR) experience has to end at some point. While there already exist concepts to design transitions for users to enter a virtual world, their return from the physical world should be considered, as well, as it is a part of the overall VR experience. We call the latter outro-transitions. In contrast to offboarding of VR experiences, that takes place after taking off VR hardware (e.g., HMDs), outro-transitions are still part of the immersive experience. Such transitions occur more frequently when VR is experienced periodically and for only short times. One example where transition techniques are necessary is in an auditorium where the audience has individual VR headsets available, for example, in a presentation using PowerPoint slides together with brief VR experiences sprinkled between the slides. The audience must put on and take off HMDs frequently every time they switch from common presentation media to VR and back. In a such a one-to-many VR scenario, it is challenging for presenters to explore the process of multiple people coming back from the virtual to the physical world at once. Direct communication may be constrained while VR users are wearing an HMD. Presenters need a tool to indicate them to stop the VR session and switch back to the slide presentation. Virtual visual cues can help presenters or other external entities (e.g., automated/scripted events) to request VR users to end a VR session. Such transitions become part of the overall experience of the audience and thus must be considered. This paper explores visual cues as outro-transitions from a virtual world back to the physical world and their utility to enable presenters to request VR users to end a VR session. We propose and investigate eight transition techniques. We focus on their usage in short consecutive VR experiences and include both established and novel techniques. The transition techniques are evaluated within a user study to draw conclusions on the effects of outro-transitions on the overall experience and presence of participants. We also take into account how long an outro-transition may take and how comfortable our participants perceived the proposed techniques. The study points out that they preferred non-interactive outro-transitions over interactive ones, except for a transition that allowed VR users to communicate with presenters. Furthermore, we explore the presenter-VR user relation within a presentation scenario that uses short VR experiences. The study indicates involving presenters that can stop a VR session was not only negligible but preferred by our participants.
Highlights
It is commonly accepted that transition techniques from the physical to a virtual world can enhance the experience of virtual reality (VR) users [25, 27, 35,36,37,38,39, 44], such as distance perception improvements or presence perception
We evaluated the suitability of the considered transition techniques to be used as outrotransitions within a user study
[A2] Disturbance: How much did the participants feel disturbed by each transition? [A3] Duration: How much time may a transition take with regard to the short VR experiences? [A4] Acceptance: How did the participants accept the concept outro-transitions in general, and how did they rate each transition technique? Were there differences relating to the transitions’ hedonic and pragmatic qualities [13]? [A5] Presence: How did the outro-transitions influence the participants’ perceived presence regarding a session that includes several short VR experiences? [A6] Trigger: How did the aspect of who triggered the transitions impact the presence or other facets of the experience?
Summary
It is commonly accepted that transition techniques from the physical to a virtual world can enhance the experience of VR users [25, 27, 35,36,37,38,39, 44], such as distance perception improvements or presence perception. These techniques are considered intro-transitions as they transfer users from their physical to a virtual environment.
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