Abstract

Abstract The use of virtual reality (VR) and augmented reality (AR) in connected environments is rarely explored but may become a necessary channel of communication in the future. Such environments would allow multiple users to interact, engage, and share multidimensional data across devices and between the spectrum of realities. However, communication between the two realities within a hybrid environment is barely understood. We carried out an experiment with 52 participants in 26 pairs, within two environments of 3D cultural artifacts: (1) a Hybrid VR and AR environment (HVAR) and (2) a Shared VR environment (SVR). We explored the differences in perceived spatial presence, copresence, and social presence between the environments and between users. We demonstrated that greater presence is perceived in SVR when compared with HVAR, and greater spatial presence is perceived for VR users. Social presence is perceived greater for AR users, possibly because they have line of sight of their partners within HVAR. We found positive correlations between shared activity time and perceived social presence. While acquainted pairs reported significantly greater presence than unacquainted pairs in SVR, there were no significant differences in perceived presence between them in HVAR.

Highlights

  • Whilst collaborative virtual environments (CVE) research spans a lengthy history and has benefited users with shared experience in symmetric environments, shared experience in immersive virtual and augmented realities can be very different

  • We investigate how communication differs between hybrid VR and AR environments in an experiment involving 52 participants of 26 pairs, and evaluate perceived spatial presence, copresence, and social presence

  • We compare the experience of paired users participating in shared activity in one of the two environments: Hybrid VR and AR environments (HVAR) and Shared VR environment (SVR), and ask the question: ‘how communication differs between hybrid VR and AR environments?’ by formulating three sub-questions below: RQ1

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Summary

Introduction

Whilst collaborative virtual environments (CVE) research spans a lengthy history and has benefited users with shared experience in symmetric environments, shared experience in immersive virtual and augmented realities can be very different. We explore the concept of asymmetric interactions in Hybrid VR and AR environments (HVAR) with the goal of connecting users between the different realities. We are motivated by the potential of immersive environments and the affordability of mobile devices that can support real-time 3D displays. Improvements with immersive display technology will reduce such effects, the hybrid use of VR and AR may become necessary to cater for a wider range of needs and scenarios. We believe that HVAR environments could be useful for many application areas that necessitate communication and social interactions, such as public display, education, training, and entertainment. Research on communication and social interactions within shared social spaces is scarce, and there are no studies on communication within HVAR environments reported in the literature

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