The (Anti-)Affordance Problem: Effects of Physical Context on Collaborator Placement in Augmented Reality Meetings

While Augmented Reality (AR) promises to transform remote collaboration, many aspects remain underexplored, particularly where to place remote avatars in messy, everyday environments. Two mixed-methods within-subjects studies examined avatar placement preferences during cooperative (brainstorming) and competitive (negotiation) tasks between participant pairs, focusing on the influence of physical objects (chairs, box, tree) on user preferences. Results showed a strong preference for frontal or slightly off-centre avatar placements, independent of task type. Participants preferred avatar placements that mirrored real-life behaviour, with chairs inviting placements and the tree deterring them. Notably, the large and visually simple box elicited mixed reactions, being viewed alternately as an obstacle to avoid when placing avatars or as an inviting physical anchor for them, despite causing a clear physicality conflict. We term this the "(Anti-)Affordance Problem", highlighting the complexity of avatar placement within physical contexts, and the necessity for AR collaboration platforms to respond to real-world constraints, offering flexibility in avatar placements to accommodate diverse user preferences.

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Published
2026-04-13
DOI
https://doi.org/10.1145/3772318.3791043
Citations
1
Primary Topic
Augmented Reality Applications
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article
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article

The (Anti-)Affordance Problem: Effects of Physical Context on Collaborator Placement in Augmented Reality Meetings

Fahim Kawsar, Diego Drago, Stephen Anthony Brewster, Jacob Bhattacharyya
1 citations
Augmented Reality Applications
article

The (Anti-)Affordance Problem: Effects of Physical Context on Collaborator Placement in Augmented Reality Meetings

Fahim Kawsar, Diego Drago, Stephen Anthony Brewster, Jacob Bhattacharyya
article en
1 citations

Abstract

While Augmented Reality (AR) promises to transform remote collaboration, many aspects remain underexplored, particularly where to place remote avatars in messy, everyday environments. Two mixed-methods within-subjects studies examined avatar placement preferences during cooperative (brainstorming) and competitive (negotiation) tasks between participant pairs, focusing on the influence of physical objects (chairs, box, tree) on user preferences. Results showed a strong preference for frontal or slightly off-centre avatar placements, independent of task type. Participants preferred avatar placements that mirrored real-life behaviour, with chairs inviting placements and the tree deterring them. Notably, the large and visually simple box elicited mixed reactions, being viewed alternately as an obstacle to avoid when placing avatars or as an inviting physical anchor for them, despite causing a clear physicality conflict. We term this the "(Anti-)Affordance Problem", highlighting the complexity of avatar placement within physical contexts, and the necessity for AR collaboration platforms to respond to real-world constraints, offering flexibility in avatar placements to accommodate diverse user preferences.

University of Glasgow (GB)
Openalex Percentile: Top 17%
Augmented Reality Applications
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