<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Virtual Reality | Evgeny Stemasov - HCI Research</title><link>https://stemasov.dev/tags/virtual-reality/</link><description>Virtual Reality — Evgeny Stemasov - HCI Research</description><language>en-ca</language><atom:link href="https://stemasov.dev/tags/virtual-reality/index.xml" rel="self" type="application/rss+xml"/><item><title>Immersive Sampling: Exploring Sampling for Future Creative Practices in Media-Rich, Immersive Spaces</title><link>https://stemasov.dev/research/immersive-sampling/</link><guid>https://stemasov.dev/research/immersive-sampling/</guid><pubDate>Mon, 10 Jul 2023 20:18:36 +0200</pubDate><description>&lt;h2 id="abstract"&gt;Abstract&lt;/h2&gt;
&lt;p&gt;Creative practitioners rely on sampling to understand, explore, and construct problems; or gather resources for later use. Despite practitioners’ ability to experience immersive environments, sampling from them remains limited to primarily visual captures (e.g., screenshots, videos), which overlook the richness and variety of available media. To address these challenges, we describe “Immersive Sampling” as a new way to frame information gathering in the context of immersive environments. In the context of Immersive Sampling, practitioners engage in experiencing immersive environments while capturing, organizing, revisiting, and remixing found content. We situate this subset of tasks in literature and argue for their importance for emerging, future content creation domains. To further explore how Immersive Sampling might take place, we created VRicolage, a proof-of-concept prototype showcasing a set of interactions in Virtual Reality to sample, revisit, and remix captures. Given the democratization of immersive environments, Immersive Sampling provides practitioners with a means to collect, revisit, and remix digital materials.&lt;/p&gt;</description></item><item><title>FaceDisplay: Towards Asymmetric Multi-User Interaction for Nomadic Virtual Reality</title><link>https://stemasov.dev/research/facedisplay/</link><guid>https://stemasov.dev/research/facedisplay/</guid><pubDate>Mon, 23 Apr 2018 00:00:00 +0100</pubDate><description>&lt;h2 id="abstract"&gt;Abstract&lt;/h2&gt;
&lt;p&gt;Mobile VR HMDs enable scenarios where they are being used in public, excluding all the people in the surrounding (Non-HMD Users) and reducing them to be sole bystanders. We present FaceDisplay, a modified VR HMD consisting of three touch sensitive displays and a depth camera attached to its back. People in the surrounding can perceive the virtual world through the displays and interact with the HMD user via touch or gestures. To further explore the design space of FaceDisplay, we implemented three applications (FruitSlicer, SpaceFace and Conductor) each presenting different sets of aspects of the asymmetric co-located interaction (e.g. gestures vs touch). We conducted an exploratory user study (n=16), observing pairs of people experiencing two of the applications and showing a high level of enjoyment and social interaction with and without an HMD. Based on the findings we derive design considerations for asymmetric co-located VR applications and argue that VR HMDs are currently designed having only the HMD user in mind but should also include Non-HMD Users.&lt;/p&gt;</description></item><item><title>ShareVR: Enabling Co-Located Experiences for Virtual Reality between HMD and Non-HMD Users</title><link>https://stemasov.dev/research/sharevr/</link><guid>https://stemasov.dev/research/sharevr/</guid><pubDate>Mon, 01 May 2017 00:00:00 +0100</pubDate><description>&lt;h2 id="abstract"&gt;Abstract&lt;/h2&gt;
&lt;p&gt;Virtual reality (VR) head-mounted displays (HMD) allow for a highly immersive experience and are currently becoming part of the living room entertainment. Current VR systems focus mainly on increasing the immersion and enjoyment for the user wearing the HMD (HMD user), resulting in all the bystanders (Non-HMD users) being excluded from the experience. We propose ShareVR, a proof-of-concept prototype using floor projection and mobile displays in combination with positional tracking to visualize the virtual world for the Non-HMD user, enabling them to interact with the HMD user and become part of the VR experience. We designed and implemented ShareVR based on the insights of an initial online survey (n=48) with early adopters of VR HMDs. We ran a user study (n=16) comparing ShareVR to a baseline condition showing how the interaction using ShareVR led to an increase of enjoyment, presence and social interaction. In a last step we implemented several experiences for ShareVR, exploring its design space and giving insights for designers of co-located asymmetric VR experiences.&lt;/p&gt;</description></item></channel></rss>