TY - GEN
T1 - On Intent Inclusivity in Spontaneous Cross Realities
AU - Hu, Botao Amber
AU - Elan Tao, Yilan
AU - Lin, Rem Run Gu
AU - Li, Yue
N1 - Publisher Copyright:
© 2024 IEEE.
PY - 2024
Y1 - 2024
N2 - As see-through Head-Mounted Displays (HMDs) become more prevalent, HMD wearers will start to encounter each other, as well as non-wearers, spontaneously in real-world settings. This is a typical cross reality (CR) scenario, where users are situated at the different points of the Reality-Virtuality Continuum. This situation introduces new complexities in social interactions. The central challenge is the inherent asymmetry of CR experiences: while see-through technology allows wearers to share the same physical environment, each has their own reality - the augmented layers they perceive are unique to each individual. It is unclear how people share their virtual, augmented, or actual realities. While multi-user cross reality applications have gained prominence in literature, including studies on cross reality between handheld devices and headsets as well as bystander inclusion, most research assumes an ideal scenario where all participants intend to collaborate using the same application. This scenario may be uncommon in the future, as individuals might have diverse intents - to collaborate, observe, or even avoid interaction with other individuals. This short paper uses the open-source spontaneous collocated mixed reality game probe, Multiplayer Omnipresent Fighting Arena (MOFA), reporting in-the-wild study observations from various real-world scenarios. Our goal is to explore various intents emerging in Spontaneous Cross Reality (SCR). We aim to inspire CR researchers to examine the technical, social, and ethical implications, identify key research questions, and envision intent-inclusive futures for SCR.
AB - As see-through Head-Mounted Displays (HMDs) become more prevalent, HMD wearers will start to encounter each other, as well as non-wearers, spontaneously in real-world settings. This is a typical cross reality (CR) scenario, where users are situated at the different points of the Reality-Virtuality Continuum. This situation introduces new complexities in social interactions. The central challenge is the inherent asymmetry of CR experiences: while see-through technology allows wearers to share the same physical environment, each has their own reality - the augmented layers they perceive are unique to each individual. It is unclear how people share their virtual, augmented, or actual realities. While multi-user cross reality applications have gained prominence in literature, including studies on cross reality between handheld devices and headsets as well as bystander inclusion, most research assumes an ideal scenario where all participants intend to collaborate using the same application. This scenario may be uncommon in the future, as individuals might have diverse intents - to collaborate, observe, or even avoid interaction with other individuals. This short paper uses the open-source spontaneous collocated mixed reality game probe, Multiplayer Omnipresent Fighting Arena (MOFA), reporting in-the-wild study observations from various real-world scenarios. Our goal is to explore various intents emerging in Spontaneous Cross Reality (SCR). We aim to inspire CR researchers to examine the technical, social, and ethical implications, identify key research questions, and envision intent-inclusive futures for SCR.
KW - Augmented Reality
KW - Cross Reality
KW - Intent Inclusivity
KW - Mixed Reality
KW - Spontaneous Cross Reality
KW - Virtual Reality
UR - http://www.scopus.com/inward/record.url?scp=85214426137&partnerID=8YFLogxK
U2 - 10.1109/ISMAR-Adjunct64951.2024.00046
DO - 10.1109/ISMAR-Adjunct64951.2024.00046
M3 - Conference Proceeding
AN - SCOPUS:85214426137
T3 - Proceedings - 2024 IEEE International Symposium on Mixed and Augmented Reality Adjunct, ISMAR-Adjunct 2024
SP - 181
EP - 185
BT - Proceedings - 2024 IEEE International Symposium on Mixed and Augmented Reality Adjunct, ISMAR-Adjunct 2024
A2 - Eck, Ulrich
A2 - Sra, Misha
A2 - Stefanucci, Jeanine
A2 - Sugimoto, Maki
A2 - Tatzgern, Markus
A2 - Williams, Ian
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 2024 IEEE International Symposium on Mixed and Augmented Reality Adjunct, ISMAR-Adjunct 2024
Y2 - 21 October 2024 through 25 October 2024
ER -