Human–Computer Interaction Series Adalberto Simeone Benjamin Weyers Svetlana Bialkova Robert W. Lindeman Editors Everyday Virtual and Augmented Reality Human–Computer Interaction Series Editors-in-Chief JeanVanderdonckt,LouvainSchoolofManagement,UniversitécatholiquedeLouvain, Louvain-La-Neuve,Belgium Q.VeraLiao,MicrosoftResearchCanada,Montréal,Canada EditorialBoard SimoneBarbosa,PUC-Rio,Gávea,Brazil ReginaBernhaupt,Ruwido,Salzburg,Austria RachelBlagojevic,MasseyUniversity,PalmerstonNorth,NewZealand AndreaBunt,UniversityofManitoba,Winnipeg,Canada XiangCao,LenovoResearchandTechnology,Beijing,China JohnM.Carroll,ThePennsylvaniaStateUniversity,StateCollege,USA MauroCherubini,Google(Switzerland),Zürich,Switzerland MunmundeChoudhury,SchoolofInteractiveComputing,GeorgiaTech,Atlanta,USA GilbertCockton,NorthumbriaUniversity,NewcastleuponTyne,UK PierreDragicevic,ÉquipeAviz,UniversityofParis-Sud,Paris,France HenryBeen-LirnDuh,LaTrobeUniversity,Melbourne,Australia StevenFeiner,ColumbiaUniversity,NewYork,USA SusanFussell,CornellUniversity,Ithaca,USA JuanGonzález-Calleros,BeneméritaUniversidadAutónomadePue,Puebla,Mexico RobertJacob,TuftsUniversity,Medford,USA JoaquimJorge,InstitutoSuperiorTécnico,UniversidadedeLisboa,Lisbon,Portugal TsvikaKuflik,UniversityofHaifa,Haifa,Israel RanjithaKumar,UniversityofIllinois,Urbana,USA JonathanLazar,UniversityofMaryland,Columbia,USA Youn-kyungLim,KoreaAdvancedInstituteofScienceandTechnology,Daejeon,Korea (Republicof) PanosMarkopoulos ,EindhovenUniversityofTechnology,Eindhoven,TheNetherlands BradA.Myers,CarnegieMellonUniversity,Pittsburgh,USA PhilippePalanque,UniversityofToulouse,Toulouse,France AlbrechtSchmidt,UniversitätStuttgart,Stuttgart,Germany HolgerSchnädelbach,AdaptiveArchitecture—HSAA,Berlin,Germany AhmedSeffah,ConcordiaUniversity,Montreal,Canada Radu-DanielVatavu,UniversityStefancelMareSuceava,Suceava,Romania FrankVetere,UniversityofMelbourne,Melbourne,Australia ShengdongZhao,NationalUniversityofSingapore,Singapore,Singapore The Human–Computer Interaction Series, launched in 2004, publishes books that advancethescienceandtechnologyofdevelopingsystemswhichareeffectiveand satisfying for people in a wide variety of contexts. Titles focus on theoretical perspectives (such as formal approaches drawn from a variety of behavioural sciences), practical approaches (such as techniques for effectively integrating user needsinsystemdevelopment),andsocialissues(suchasthedeterminantsofutility, usabilityandacceptability). HCI is a multidisciplinary field and focuses on the human aspects in the development of computer technology. As technology becomes increasingly more pervasive the need to take a human-centred approach in the design and developmentofcomputer-basedsystemsbecomesevermoreimportant. TitlespublishedwithintheHuman–ComputerInteractionSeriesareincludedin ThomsonReuters’BookCitationIndex,TheDBLPComputerScienceBibliography andTheHCIBibliography. · · Adalberto Simeone Benjamin Weyers · Svetlana Bialkova Robert W. Lindeman Editors Everyday Virtual and Augmented Reality Editors AdalbertoSimeone BenjaminWeyers KULeuven Human-ComputerInteraction Leuven,Belgium UniversityofTrier Trier,Germany SvetlanaBialkova LiverpoolBusinessSchool RobertW.Lindeman LiverpoolJohnMooresUniversity HITLabNZ Liverpool,UK UniversityofCanterbury Christchurch,NewZealand ISSN 1571-5035 ISSN 2524-4477 (electronic) Human–ComputerInteractionSeries ISBN 978-3-031-05803-5 ISBN 978-3-031-05804-2 (eBook) https://doi.org/10.1007/978-3-031-05804-2 ©TheEditor(s)(ifapplicable)andTheAuthor(s),underexclusivelicensetoSpringerNature SwitzerlandAG2023 Thisworkissubjecttocopyright.AllrightsaresolelyandexclusivelylicensedbythePublisher,whether thewholeorpartofthematerialisconcerned,specificallytherightsoftranslation,reprinting,reuse ofillustrations,recitation,broadcasting,reproductiononmicrofilmsorinanyotherphysicalway,and transmissionorinformationstorageandretrieval,electronicadaptation,computersoftware,orbysimilar ordissimilarmethodologynowknownorhereafterdeveloped. Theuseofgeneraldescriptivenames,registerednames,trademarks,servicemarks,etc.inthispublication doesnotimply,evenintheabsenceofaspecificstatement,thatsuchnamesareexemptfromtherelevant protectivelawsandregulationsandthereforefreeforgeneraluse. Thepublisher,theauthors,andtheeditorsaresafetoassumethattheadviceandinformationinthisbook arebelievedtobetrueandaccurateatthedateofpublication.Neitherthepublishernortheauthorsor theeditorsgiveawarranty,expressedorimplied,withrespecttothematerialcontainedhereinorforany errorsoromissionsthatmayhavebeenmade.Thepublisherremainsneutralwithregardtojurisdictional claimsinpublishedmapsandinstitutionalaffiliations. ThisSpringerimprintispublishedbytheregisteredcompanySpringerNatureSwitzerlandAG Theregisteredcompanyaddressis:Gewerbestrasse11,6330Cham,Switzerland Preface “Everyday virtual reality” refers to those contexts where virtual reality (VR) or augmented reality (AR) could be used outside of research laboratories or highly specialized professional environments. The interest in VR/AR technologies and applicationshasincreasedinthelastdecadewiththeavailabilityofconsumer-level hard-andsoftware.Thisincreaseinrelevancehasmadevirtualandaugmentedreality technologyalsointerestingforeverydayscenariosandapplications,thusforenviron- mentsthatarefarfromwell-controlledandequippedlaboratorysetupsasoftenused in research. Therefore, there is a growing need to understand the user’s demands, marketing needs, and tech pitfalls in such contexts, in order to create appropriate everyday applications that successfully manage challenges such as heterogeneous usergroups,complexandnon-standardizedphysicalenvironmentsandprocesses,as wellastheuseofsimpleandeasy-to-usehardwaresetups.Inanattempttoprovide solutionsforthesechallenges,thisbookencompassestheworkofseveralresearch groups. It continues successful themes from a series of “Workshops on Everyday VirtualReality”(WEVR),whichtookplaceinconjunctionwiththeIEEEConfer- ence on Virtual Reality and 3D User Interfaces from 2015 to 2022, and offers an overviewonVR/ARapplicationsineverydaycontextfromeducationtoshopping, aswellasdescribingnewtrendsrelatedtoeverydayVR. Althoughaffordable,consumer-leveldevicesareenablingdeploymentofVR/AR applicationsineverydayenvironmentssuchashomes,classrooms,andbusinesses, therearesomechallenges,suchaslow-qualitytrackingorrestrictedrenderingand projection capabilities. Therefore, the areas of interest of this book focus on the challengesofdesigningandimplementingVR/ARapplicationsforordinaryenviron- mentsthatwerenotbuiltwiththeexplicitintentionofsupportingVRsystems.These environmentsareoftensocialenvironmentsinwhichusersmightbepresentwithout access to immersive technologies (cross-reality interaction). It might not be trivial orpracticaltoinstallthetechnologyrequiredtoobtainreliableandrobusttracking capabilities,obstaclesmightbecommonplace,and/orspacemightberestricted.In addition,usersmightnothaveaccesstothefullrangeof3Dinputdevicesthatare found in VR/AR laboratories or might start to introduce immersive technologies v vi Preface intoexistingworkingprocesses,whichcanproducedifficultiesincopingwithand adoptingthem. Aspreviouslymentioned,thebookemergedfromaseriesofimpactfulandinter- estingWEVRworkshops.Eachyear,theworkshopwasattendedbymorethan20 participants from the main conference. In the last two years, online editions were launched,thusincreasingthenumberofattendees,giventheopportunitytoaccess themfromanywhereacrosstheglobe.ThegrowinginterestinWEVRencouraged us to propose the current book, providing a selection of chapters from different labsworldwide,coveringvariouscontextsfromeducation,totraining,toshopping, gaming,andentertainment. Additionally, the increase in interest has fostered similar events, such as the VARECO workshop1 conducted in conjunction with the German conference in Human Computer Interaction (Mensch und Computer 20182) or the International Workshop on Cross-Reality Interaction at the ACM Conference on Interactive SurfacesandSpaces.3 WEVRcoretopicscover,butarenotlimitedto: (cid:129) GameplaydesignandplayerinteractioninconsumerVR/AR (cid:129) Overcomingconstraintsofordinaryenvironments(e.g.,locomotiontechniques, objectavoidance) (cid:129) Tangibleandhapticssupporttointeractionwiththeenvironment (cid:129) Interactivityandinputmodalities (cid:129) Co-locatedandremotesocialandcollaborativeVR/ARandrelatedchallenges (cid:129) 3Duserinterfacesfordesktoporsemi-immersiveVR (cid:129) VR/ARforhome,healthcare,andeducation (cid:129) EffectsofprolongedVRuseindomesticsettings (cid:129) Cross-realityinteraction(e.g.,betweenimmersedandnon-immersedusers) (cid:129) Newtrackingsystems(head,hands,body,etc.) (cid:129) VR/ARdevelopmentfornon-technicalcreators (cid:129) NewtrendsinVRapplications. The current book encompasses nine chapters. After giving an introduction to the field of everyday VR, which outlines major challenges and their relation to previouspublicationspresentedattheWEVRworkshops,twochapterswillpresent general scenarios for everyday VR (knowledge work and collaboration/teaming). Thisisfollowedbyachapteronworkonbasicinteractionresearchhandingovertoa blockofthreechaptersfocusingondifferentapplicationdomains(training,teaching, andmarketing).Weconcludethebookwithachapteronevaluationapproachesfor everydayVRapplications,aswellasalookintofuturecreationofvirtualenviron- mentswithaneuro-inspiredmethod.Below,wewillgiveamoredetailedoverview ofthevariouschaptersofthebook. 1https://sites.google.com/view/vareco/home. 2http://muc2018.mensch-und-computer.de/en/. 3ACMISS2020,https://xr.famnit.upr.si/. Preface vii The first editorial chapter “Introduction to Everyday Virtual and Augmented Reality” introduces readers to the WEVR context, giving a broad overview on previous research and reflecting on earlier editions and key contributions to the WEVRworkshop.Wefurtherdiscusschallengesandofferavenuesonhowtoturn these challenges into opportunities when it comes to the application of VR/AR technologyforeverydayenvironments. Thesecondchapter,“ExtendedRealityforKnowledgeWorkinEverydayEnvi- ronments,”summarizesthestateoftheartinthefieldofextendedrealityforknowl- edge workineveryday environments and proposes steps toaddress the open chal- lenges.Whileastreamofbetter,cheaper,andlighterHMDshavebeenintroducedfor consumersinrecentyears,therearestillmanychallengestobeaddressedtoallow thisvisiontobecomereality.Inparticular,theabilitytomodifytheworkers’senses cantransformeverydayenvironmentsintoaproductiveoffice.Thiscouldbeachieved by using portable head-mounted displays (HMDs) combined with conventional interactiondevices,suchaskeyboardsandtablets. The third chapter, “The Use of Augmented Reality for Temporal Coordination in Everyday Work Context,” gives an introduction to collaborative work, teams, teamwork,andtaskworkfollowedbyabroadoverviewofexistingAR-basedteam supportivemethods.Onthisbase,ataxonomyforthedevelopmentandimplemen- tationofAR-basedsupportsystemsisoutlined.Exampleonitsusageinthecontext ofauser-centereddesignfollowedbyareviewofthecurrentresearchconductedby theauthors,aswellasadiscussionoffutureworkispresented. The fourth chapter, “Rotational and Positional Jitter in Virtual Reality Interac- tion in Everyday VR,” extends the previous literature by conducting a user study on angular jitter with controllers held with two different grip styles and targets at twodifferentdepthdistances.Theresultsrevealedthatuserperformancedecreases (already)withadditionaljitter.Thus,theauthorssuggestthatpractitioners/developers whodesign3Duserinterfaces,controllers,andinteractiontechniquesfordaily3D VRusageshouldfocusonreducingjitter.Decreasingjitternotonlyimprovesuser performancebutalsodecreasesfrustration,whichimprovestheuserexperience. Thefifthchapter,“DevelopmentandValidationofaMixedRealityExergaming Platform for Fitness Training of Older Adults,” presents the conception and field validationofthePortableExergamePlatformforElderly(PEPE).PEPEisagaming platformwithmixedreality(MR)componentswhosepurposeistofightasedentary lifestylebypromotingactiveaginginelderlycarecenters.Thechaptershowsthat PEPE’scustom-madeexergamescanbesuccessfullyusedbytrainersfordelivering sustained long-term training, with benefits in terms of efficiency, elicited physical activity, and perceived effort. Also, PEPE improved the overall perception of the qualityoflifeandsocialrelationsininstitutionalizedolderadults. Thesixthchapter,“NetworkedVirtualRealityandEnhancedSensingforRemote ClassesandPresentations,”summarizestheauthors’ongoingworktodevelopand assessVRtechniquesforremoteeducation.First,twocasestudiesofremoteteaching in VR are discussed: a classroom embedded virtual field trip of an energy center guidedbyaremoteteacher,andaremoteuniversityclassconductedforseveralweeks viii Preface inasocialVRtool.Then,ongoingresearchtoimproveremoteeducationalVRinter- faces using enhanced sensing, for example, to visualize or detect student attention basedoneye-trackedgaze,ispresented.Asaresult,severalpracticalconsiderations areidentifiedthatwillneedtobeaddressedforthelong-termsuccessofeducational deploymentsofVR.Thiscanhelpeducators,researchers,andVRdevelopersmake informeddecisionsonhowbesttouseVRtechnologyfordesigninganddeploying educationalVRineverydaycontextssuchasschoolsandhomes. Theseventhchapter,“EnhancingMultisensoryExperienceandBrandValue:Key Determinants for Extended, Augmented, and Virtual Reality Marketing Applica- tions,” offers a survey of literature from the perspective of consumer needs and marketdemands.CombiningtheoreticalinsightswithdifferentVR/ARtechnologies and their real market applications, a framework on how to augment experiences, encompassing processing from attention to action, is suggested. The conceptual frameworkcouldbeimplementedindevelopmentofappropriatehigh-techVR/AR environments,providingappealingmultisensoryexperiences,andthus,enrichingthe brandportfoliowithinnovationgoingbeyondtraditionalmarketingpractices. Theeighthchapter,“UsingThink-AloudProtocolinImmersiveVREvaluations,” examineswhetherconventionalusabilityevaluationmethodscanbedirectlyapplied toVRevaluations,andwhethertheywillleadtosimilarinsightswhencomparedto the results of conventional real-world usability lab studies. Therefore, the authors conductedauserstudywheretheycomparedtheresultsobtainedbyusingthethink- aloudprotocoltoinspectaneverydayproduct,arealmicrowaveoven,anditsvirtual twin. Results show that 61% of the reported usability problems were shared by both versions, highlighting the potential of immersive virtual reality evaluations (IVREs)asamethodtoevaluateearlydesignconceptsbeforecommittingtophysical prototypes, which can reduce the need to build expensive physical mock-ups. The implicationsarediscussed,andguidelinesareprovidedfordeployingIVREs. The ninth chapter, “Adaptive Virtual Neuroarchitecture,” presents the idea of adaptivevirtualneuroarchitecture(AVN),wherevirtualenvironmentsrespondtothe userandtheuser’sreal-worldcontextwhilesimultaneouslyinfluencing themboth inrealtime.ToshowhowAVNhasbeenexploredincurrentresearch,asampling ofrecentworkthatdemonstratesreciprocalrelationshipsusingphysicalaffordances (space,objects),theuser’sstate(physiological,cognitive,emotional),andthevirtual worldusedinthedesignofnovelvirtualrealityexperiencesisincluded.AVNishoped tohavethepotentialtohelpuslearnhowtodesignspacesandenvironmentsthatcan enhancethewellbeingoftheirinhabitants. The current book could be seen as a manifesto for researchers from computer sciencetoconsumerexperts,todesignappropriateVR/ARapplicationsgoingbeyond Preface ix traditionallabenvironments,tobeimplementedtobeuser-friendlyinthecontextof dailylife. Leuven,Belgium AdalbertoSimeone [email protected] Trier,Germany BenjaminWeyers [email protected] Liverpool,UK SvetlanaBialkova [email protected] Christchurch,NewZealand RobertW.Lindeman [email protected]