Phase 3
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Phase 3 - Design and Analysis of Interaction Metaphors for the Geographically Distributed Users

Contents

Overview

Summary

Distributed Interaction 

Rubik's Cube Trials

Long-Term Trials

Miscellaneous

Overview

In the third phase we originally proposed to study interaction techniques customised for the distributed situation. Through early experiments it became obvious that the users could interact very fluidly with each other. Thus we had two main objectives:
  1. Understanding cooperative user performance in IPTs compared to other scenarios (Rubik's Cube Trials).
  2. Studying how users undertook cooperative tasks over extended periods (Long-Term Trials)

Summary

This phase of the project saw significant expansion due to Professor Schroeder's group having effort beyond that anticipated in the proposal. Thus the experimental programme followed a broader, but slightly different agenda. Previous to React/Interact, we had collaborated with Schroeder's group on a series of experiments on assembly of cube puzzles. Before React/Interact had started we had achieved an experimental comparison of IPT-IPT interaction compared to IPT-desktop interaction compared to undertaking the same task in the real world. This experiment had shown that interaction between IPT could be very successful and almost as good as task performance in the real world [18, 15]. These trials have been continued with input from UCL and support from React/Interact [7].

The re-design of the interaction module DIVE 3.3x5 was in partly in order to better support multi-user interaction between the two sites. The result about successful collaboration between IPT-IPT would have been one we would have looked for in React/Interact if it had not been achieved already. To extend it, we undertook a series of longer-term trials with Chalmers on long-term interaction between IPTs. This studied pairs of users in the two IPTs over five 30 minutes sessions in one day. We were looking for significant problems concerning the 3D interaction and representation of users. Through a more ethnographic approach, the study found many examples of successes and failures in interaction [20,6]. For example, we isolated examples of users pointing and gesturing at objects they could not see and using the posture of their bodies to signal intention. Specific instances such as these which simply aren't possible with desktop display or even, in some cases, with HMDs suggest that IPTs afford very natural interaction.

Distributed Interaction

In our previous research we have observed that geographically distributed users often have very different reactions to the environment and undertake shared tasks in very different ways. For example, in a series of experiments we showed that immersion might convey a leadership advantage. The experiments involved three users collaborating on a puzzle-solving task that involved only locomotion about a small virtual environment. One user wore a head-mounted display, the other two were using a desktop system and in the series of experiments we used a variety of local and wide area networking and two different VR systems (Division's dVISE and DIVE).  We were not able to establish what factor conveyed the leadership advantage, but from observation of the users, it was apparent that the immersed user was more easily able to understand and discuss the arrangement of objects and users in the space. 

A recent paper studies collaboration between an IPT system and a desktop. In this experiment authors note that the IPT user is more often rated as the heaviest contributor to the shared task. The subsequent hypothesis has to be that the desktop user suffers from an impoverished user interface where atomic interaction tasks take longer, thus leaving less time for observation and perhaps conversation.

Part of the problem is that users can be confused by how a user's actions map into interaction in the environment. Examples include: user's misunderstanding what other users can see; user's not correctly identifying gestures because it is difficult for them to infer the appropriate direction in the environment; user's being confused being action can take place at a distance with a virtual environment interaction technique. Alleviating problems have been studied for collaborating desktop users, but not for groups of users that includes one using a IPT.

Rubik's CubeTrials

We have continued  the cube to cube trials [7].

 

Long-Term Trials

The long-term trials involved pairs of users undertaking a day of trials in two IPTs. The trials took 2.5 hours in total  [20,6]. Some example images:

Village World
Poster World
WhoDo World
Puzzle World
Modelling World

Miscellaneous

See the DIVE page for example worlds used in these trials.

The VRJuggler/Interact software supports rudimentary client-server operation. This was not developed sufficiently to use instead of DIVE for the trials. 

Run this Master config file first, the app will pause and wait for the remote app to connect.

master.xml

The remote app must then run this Slave config file to connect to master app (you may need to change the IP address contained in the config file to point at the master node).

slave.xml