Avatar and Gaze Cues for Mixed Reality Mixed Presence Groupware

Real-world collaborations are often complex and require many users to work together to achieve a common goal. However, current research in collaborative Mixed Reality (MR) is mostly limited to one-to-one collaborative systems and thus does not fully capture the complexity of these real-world collaborations. This paper describes a Mixed Presence collaborative MR system where two people in the same location use Augmented Reality displays to collaborate with a third remote user represented as a virtual avatar or eye-gaze cue. Preliminary findings from a user study showed the gaze cues significantly improved social presence perceived by the participants, while the effectiveness of the avatar may need further investigation.

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Publication Details

Published
2024-10-21
DOI
https://doi.org/10.1109/ismar-adjunct64951.2024.00163
Citations
1
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
0.37
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article

Avatar and Gaze Cues for Mixed Reality Mixed Presence Groupware

Mitchell Norman, Gun Lee, Mark Billinghurst, Ross Smith
1 citations
Virtual Reality Applications and Impacts
0.37
article

Avatar and Gaze Cues for Mixed Reality Mixed Presence Groupware

Mitchell Norman, Gun Lee, Mark Billinghurst, Ross Smith
article en
1 citations

Abstract

Real-world collaborations are often complex and require many users to work together to achieve a common goal. However, current research in collaborative Mixed Reality (MR) is mostly limited to one-to-one collaborative systems and thus does not fully capture the complexity of these real-world collaborations. This paper describes a Mixed Presence collaborative MR system where two people in the same location use Augmented Reality displays to collaborate with a third remote user represented as a virtual avatar or eye-gaze cue. Preliminary findings from a user study showed the gaze cues significantly improved social presence perceived by the participants, while the effectiveness of the avatar may need further investigation.

University of South Australia (AU)
Openalex Percentile: Top 37%
Virtual Reality Applications and Impacts
0.37
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