Exploring virtual worlds together with others adds a social component to the Virtual Reality (VR) experience that increases connectedness. In the physical world, joint locomotion comes naturally through implicit intention communication and subsequent adjustments of the movement patterns. In VR, however, discrete locomotion techniques such as point&teleport come without prior intention communication, hampering the collective experience. Related work proposes fixed groups, with a single person controlling the group movement, resulting in the loss of individual movement capabilities. To close the gap and mediate between these two extremes, we introduce three intention communication methods and explore them with two baseline methods. We contribute the results of a controlled experiment (n=20) investigating these methods from the perspective of a leader and a follower in a dyadic locomotion task. Our results suggest shared visualizations support the understanding of movement intentions, increasing the group feeling while maintaining individual freedom of movement.
Recurrent negative thoughts can significantly disrupt daily life and contribute to negative emotional states. Facing, confronting, and noticing such thoughts without support can be challenging. To provide a playful setting and leverage the technical maturation of Virtual Reality (VR), our Virtual Reality (VR) experience, Mind Mansion, places the user in an initially cluttered virtual apartment. Here we utilize established concepts from traditional therapy and metaphors identified in prior works to let users engage metaphorically with representations of thoughts, gradually sorting the space, fostering awareness of thoughts, and supporting mental self-care. The results of our user study (n = 30) reveal that Mind Mansion encourages the exploration of alternative perspectives, fosters acceptance, and potentially offers new coping mechanisms. Our findings suggest that this Virtual Reality (VR) intervention can reduce negative affect and improve overall emotional awareness.
When we get lost in Virtual Reality (VR) or want to return to a previous location, we use the same methods of locomotion for the way back as for the way forward. This is time-consuming and requires additional physical orientation changes, increasing the risk of getting tangled in the headsets’ cables. In this paper, we propose the use of undo actions to revert locomotion steps in VR. We explore eight different variations of undo actions as extensions of point&teleport, based on the possibility to undo position and orientation changes together with two different visualizations of the undo step (discrete and continuous). We contribute the results of a controlled experiment with 24 participants investigating the efficiency and orientation of the undo techniques in a radial maze task. We found that the combination of position and orientation undo together with a discrete visualization resulted in the highest efficiency without increasing orientation errors.
With the proliferation of VR and a metaverse on the horizon, many multi-user activities are migrating to the VR world, calling for effective collaboration support. As one key feature, traditional collaborative systems provide users with undo mechanics to reverse errors and other unwanted changes. While undo has been extensively researched in this domain and is now considered industry standard, it is strikingly absent for VR systems in research and industry. This work addresses this research gap by exploring different undo techniques for basic object manipulation in different collaboration modes in VR. We conducted a study involving 32 participants organized in teams of two. Here, we studied users’ performance and preferences in a tower stacking task, varying the available undo techniques and their mode of collaboration. The results suggest that users desire and use undo in VR and that the choice of the undo technique impacts users’ performance and social connection.