The Impacts of Visual Effects on User Perception With a Virtual Human in Augmented Reality Conflict Situations

Hanseob Kim, Myungho Lee, Gerard Jounghyun Kim, Jae‐In Hwang

IEEE Access · 2021 · 28 citations · 40 references

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TL;DR

Virtual humans in augmented reality create an illusion of shared space, but this illusion is easily disrupted by collisions with real objects, and current physically plausible VH technologies still face resolution, accuracy, and interference challenges. The study examines three conflict scenarios—VH appearing through a closed door, overlapping with static real objects, and being intersected by a moving real object—to assess how visual effects can mitigate these issues. Researchers tested various visual effect techniques as alternative presentation methods for each scenario, treating some conflicts as avoidable and others as inevitable, to determine suitable responses when plausible VH behaviors are insufficient. The results show that appropriate visual effects enhance VH social presence and physicality, affecting user attention and social behavior, and the study discusses implications and future research directions.

Abstract

Virtual humans (VHs) in augmented reality (AR) can provide users an illusory sense of being together in the real space. However, such an illusion can easily break when the augmented VH conflicts (or is overlaid) with the real objects. Recent spatial understanding technology is starting to make physically plausible VHs in response to collisions, but there are still limitations (e.g., resolution, accuracy) and inevitable conflict situations (e.g., unexpected passer-by), especially in daily life. Moreover, depending on the situation, VH's plausible behavior to avoid collision may rather interfere with the original interaction with the users. In this paper, we investigate three such situations: (1) when VH appears in a room through a closed door, (2) when the VH's body overlaps with static real objects, and (3) when a real moving object passes through the VH. While we considered (2) as an avoidable situation where physically plausible behaviors of VHs might be required, (1) and (3) were considered as inevitable situations (e.g., VH appearing out of nowhere, or passer-by cannot be aware of a virtual being), and we may not present VH's plausible behaviors, so alternatives might be required. Thus, for each of these notable situations in AR, we tested different visual effects as presentation methods for physical conflicts between a VH and real objects. Our findings indicate that visual effects improve VH's social/co-presence and physicality depending on the situations and effect types as well as influence users' attention/social behaviors. We discuss the implications of our findings and future research directions.

References

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