Achieving Congruency in Social MR within Heterogenous Spaces: Static Virtual Anchors for Seamless Tabletop Experiences

Mixed reality (MR) offers transformative potential for social interaction by blending physical and virtual worlds. However, achieving congruent shared experiences is challenging as virtual elements must seamlessly integrate with multiple users’ diverse, often conflicting, physical environments. While universal solutions for all social MR scenarios remain elusive, we argue that for specific, common interaction paradigms — such as a seated, tabletop chess application — a more robust congruency can be achieved. We propose a conceptual shift towards using static virtual anchors as the primary reference points within the shared MR space. Instead of users independently manipulating shared virtual objects for local calibration, they align and scale themselves relative to a stationary virtual scene yielding a congruent MR experience despite using differently sized chessboards. Moreover, because chess interaction is primarily local to each player, individual physical pieces can provide congruent haptic feedback. The proposed concept was implemented and is available on the Meta Horizon platform.

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Publication Details

Published
2025-08-28
DOI
https://doi.org/10.1145/3746237.3746300
Primary Topic
Augmented Reality Applications
Type
article
Field-Weighted Citation Impact
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article

Achieving Congruency in Social MR within Heterogenous Spaces: Static Virtual Anchors for Seamless Tabletop Experiences

Arjan Kuijper, Holger Gräf, Fabian Rücker
Augmented Reality Applications
article

Achieving Congruency in Social MR within Heterogenous Spaces: Static Virtual Anchors for Seamless Tabletop Experiences

Arjan Kuijper, Holger Gräf, Fabian Rücker
article en

Abstract

Mixed reality (MR) offers transformative potential for social interaction by blending physical and virtual worlds. However, achieving congruent shared experiences is challenging as virtual elements must seamlessly integrate with multiple users’ diverse, often conflicting, physical environments. While universal solutions for all social MR scenarios remain elusive, we argue that for specific, common interaction paradigms — such as a seated, tabletop chess application — a more robust congruency can be achieved. We propose a conceptual shift towards using static virtual anchors as the primary reference points within the shared MR space. Instead of users independently manipulating shared virtual objects for local calibration, they align and scale themselves relative to a stationary virtual scene yielding a congruent MR experience despite using differently sized chessboards. Moreover, because chess interaction is primarily local to each player, individual physical pieces can provide congruent haptic feedback. The proposed concept was implemented and is available on the Meta Horizon platform.

Fraunhofer Institute for Computer Graphics Research (DE), Technische Universität Darmstadt (DE)
Openalex Percentile: Top 78%
Augmented Reality Applications
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