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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>November</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>It Takes Two To Tango: Conflicts Between Users on the Reality-Virtuality Continuum and Their Bystanders</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Jonas Auda</string-name>
          <email>jonas.auda@uni-due.de</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Uwe Gruenefeld</string-name>
          <email>uwe.gruenefeld@uni-due.de</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Sven Mayer</string-name>
          <email>sven.mayer@i</email>
          <email>sven.mayer@i .lmu.de</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Reality-Virtuality Continuum, Augmented Reality, Virtual Reality,</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>LMU Munich</institution>
          ,
          <addr-line>Munich</addr-line>
          ,
          <country country="DE">Germany</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Transitional Interfaces</institution>
          ,
          <addr-line>Bystander</addr-line>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>University of Duisburg-Essen</institution>
          ,
          <addr-line>Essen</addr-line>
          ,
          <country country="DE">Germany</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2020</year>
      </pub-date>
      <volume>8</volume>
      <issue>2020</issue>
      <abstract>
        <p>Over the last years, Augmented and Virtual Reality technology became more immersive. However, when users immerse themselves in these digital realities, they detach from their real-world environments. This detachment creates con icts that are problematic in public spaces such as planes but also private settings. Consequently, on the one hand, the detaching from the world creates an immerse experience for the user, and on the other hand, this creates a social con ict with bystanders. With this work, we highlight and categorize social con icts caused by using immersive digital realities. We rst present di erent social se ings in which social con icts arise and then provide an overview of investigated scenarios. Finally, we present research opportunities that help to address social con icts between immersed users and bystanders.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>CCS CONCEPTS</title>
      <p>• Human-centered computing
tual reality.</p>
      <p>
        WHAT IS CROSS-REALITY INTERACTION?
We interpret cross-reality interaction as a cause-e ect
relationship that involves at least two di erent manifestations of the
reality–virtuality continuum [
        <xref ref-type="bibr" rid="ref28">28</xref>
        ], whereas a manifestation represents
an experience located at a concrete area on the continuum. In other
words, an event happening in one reality causes an e ect that
impacts another form of reality, e.g., augmented reality (AR) or virtual
reality (VR). In this paper, we limit ourselves to cross-reality
interactions in which users are co-located, and their presence in the
same physical space induces speci c challenges that need to be
considered. For example, a person enters a room where another
person enjoys a virtual environment with a VR headset. Then, the
entering person starts a conversation (cause), which slightly a ects
the VR user’s immersion and transports the user away from their
virtual environment (e ect). is example shows an interaction
across multiple realities with some adverse side-e ects on
immersion. In general, the caused e ects can be positive and intentional,
but in many situations in which these e ects are not considered
and the challenges that come along remain unaddressed, they can
induce negative side-e ects, limiting users’ experiences. Here, both,
user and bystander, need to be considered to guarantee a good user
experience. To re ect this, we titled our work“it takes two to tango.”
2
      </p>
    </sec>
    <sec id="sec-2">
      <title>INTRODUCTION</title>
      <p>In the past few years, there has been great progress in the areas
of AR and VR. In particular, technological developments and the
availability of head-mounted displays (HMDs) for end-users have
made great strides. This enables users both at home and on the go
to superimpose digital information in the form of graphic
representations over the world or even to immerse themselves completely in
virtual realities. Over the past years, technical availability has made
it possible for researchers to understand, for the rst time, how
people can use AR and VR. The main focus here was on how users
can better interact with digital information and how information
can be better presented to create a better user experience (UX) and
better immersion.</p>
      <p>
        The various realities such as AR, augmented virtuality (AV),
and VR can be mapped on a continuum – the reality-virtuality
continuum [
        <xref ref-type="bibr" rid="ref28">28</xref>
        ]. Many applications currently use a speci c area
on the continuum called a manifestation. For example, training
in VR [
        <xref ref-type="bibr" rid="ref14 ref20 ref9">9, 14, 20</xref>
        ], extended environments/workplaces with AR [
        <xref ref-type="bibr" rid="ref10 ref2 ref21">2,
10, 21</xref>
        ], and the collaboration of several people in AV [
        <xref ref-type="bibr" rid="ref26 ref29 ref4">4, 26, 29</xref>
        ].
However, the continuum is a smooth continuance between two
extremes, reality and virtuality, that allows endless con gurations.
mixed reality (MR) expresses everything that is not completely left
(reality) or right (virtuality) on the continuum. Improving the UX
for users present in di erent realities has been the great goal of the
last few years.
      </p>
      <p>
        Clearly, the real world never stops surrounding the user and
moves at its own pace. People around the user could in uence the
user’s experience in a virtually enhanced or purely virtual
environment [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ]. Additionally, physical structures from the real world can
also in uence the user [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ] or even incoming digital information
in the form of noti cations [
        <xref ref-type="bibr" rid="ref11 ref13 ref35 ref41">11, 13, 35, 41</xref>
        ]. Understanding these
experiences made by the user will become even more important
in the coming years and will increasingly crystallize into a new
research direction.
      </p>
      <p>
        Today, the question arises of how the real world can be
appropriately integrated into alternative realities to raise the feeling of
immersion for the user on the one hand, but on the other hand,
not to lose complete contact with the outside world. Today there
are rst attempts to explore how persons around the user can
be directly integrated into the interaction or even enable a
conversation between di erent realities [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ]. It is often best to shift
manifestation of bystanders and artifacts over time on the
realityvirtuality continuum to make an interaction possible [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ]. That
means either shifting the user towards the real world or bringing
the bystanders into an alternate reality. In the simplest case, the
VR user would drop their VR HMD and thus would be completely
abandon the alternative reality, which would make a conversation
possible, but also completely destroys the immersion. Alternatively,
the bystander could put on an HMD and dive into the VR, which
would also enable interaction, but here comes the problem that the
bystander also loses contact with the real world. Consequently, it
becomes clear that the two simple solutions are not good solutions
and that a good solution lies between the two extremes.
      </p>
      <p>
        Therefore, the focus should be on the technical realization of
alternative realities, as seen up to now, and on the social component
of disconnecting the user [
        <xref ref-type="bibr" rid="ref38">38</xref>
        ]. This is a main challenge that needs to
be addressed in the future. The rst signs that isolating oneself from
the real world by immersing oneself in an alternative world is
causing social challenges that can already be seen in planes and trains
[
        <xref ref-type="bibr" rid="ref39">39</xref>
        ], for instance, social norms for intractability are not clear [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ].
An example is the use of noise-canceling headphones. Although
such headphones only overwrite the user’s auditory perception,
this causes problems, especially at the beginning of conversations
[
        <xref ref-type="bibr" rid="ref19">19</xref>
        ]. Also, alternative realities are usually xated on the visual
perception of humans. This highlights the problem of social isolation
since visual perception is dominant over other senses [
        <xref ref-type="bibr" rid="ref33">33</xref>
        ].
      </p>
      <p>In the following, we rst discuss di erent social settings in which
the use of alternative realities have been envisioned. In detail, we
discuss the di erent characteristics from which we, in a second step,
derive three di erent relationships between users and bystanders.
3</p>
      <sec id="sec-2-1">
        <title>METHODOLOGY</title>
        <p>To derive the di erent classes of social settings and
corresponding characteristics, we crawled relevant literature using Google
Scholar and focused on two online libraries in particular (ACM
Digital Library and IEEE Xplore), considering work published in
the last ve years in topic-related conferences (CHI, UIST, VRST,
IEEE VR, IEEE ISMAR). To nd relevant papers, we searched for one
of the following keywords and their abbreviations in title or
abstract: “Mixed Reality,” “Augmented Reality,” “Virtual Reality,” and
“Reality-Virtuality Continuum.” We collected all relevant papers in a
spreadsheet and iteratively added information dimensions
classifying the publications. For this paper, we identi ed di erent contexts
of users and their interaction between them. In the following, we
introduce these settings and scenarios in more detail.
4</p>
      </sec>
      <sec id="sec-2-2">
        <title>SOCIAL SETTINGS</title>
        <p>
          Users can experience digital realities in di erent social settings.
While VR often is experienced for entertainment purposes in
private settings alone or with friends, the technology becomes more
relevant for professional contexts. Furthermore, previous research
suggests that public settings can become relevant in the future as
well [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ]. To understand potential con icts between users
manifesting somewhere on the reality-virtuality continuum and the people
around them, we analyzed and categorized related work into three
groups: private, semi-private (e.g. school/work), and public. In the
following, we present the three di erent settings of use and their
di erent user expectations and norms.
4.1
        </p>
      </sec>
      <sec id="sec-2-3">
        <title>Private</title>
        <p>
          Mostly for entertainment purposes, users experience digital
realities in private settings. The number of bystanders is relatively
low, and users and their activities are known to the bystanders. An
example is a group of friends that takes turns on a VR headset. For
the additional involvement of bystanders in these gaming
activities, di erent collaborative games exist [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ]. Nevertheless, private
settings are not limited to indoor but extend to other locations as
well. For example, users can experience VR while being in a driving
car [
          <xref ref-type="bibr" rid="ref16 ref27 ref30">16, 27, 30</xref>
          ].
4.2
        </p>
      </sec>
      <sec id="sec-2-4">
        <title>Semi-Private - Work/School</title>
        <p>
          In work or school environments, users and bystanders likely know
each other as they are mostly access controlled so that only
authorized people can enter and visitors often stand out (e.g. visitor
badge). Thus, the users’ experience is not necessarily of interest for
bystanders and the hurdle to engage in an interaction lower due to
the connection they share by being allowed in the space. Moreover,
education often requires collaboration between subjects [
          <xref ref-type="bibr" rid="ref25 ref31">25, 31</xref>
          ].
4.3
        </p>
      </sec>
      <sec id="sec-2-5">
        <title>Public</title>
        <p>
          In recent years, public settings became more relevant as a social
setting for experiencing digital realities. Compared to private or
semi-private settings, users and bystanders likely do not know each
other. In detail, we can divide the settings in public (e.g. streets, and
parks) and semi-public setting (e.g., co eehouses, and shops). Usage
of, for example, VR in public spaces can result in the unperceived
presence of others or a less immersive experience due to external
interruptions [
          <xref ref-type="bibr" rid="ref22 ref24">22, 24</xref>
          ]. Nevertheless, using VR in public spaces can
have various use cases, such as improving the travel experience
during long ights [
          <xref ref-type="bibr" rid="ref37 ref39">37, 39</xref>
          ].
5
        </p>
      </sec>
      <sec id="sec-2-6">
        <title>RESEARCH SCENARIOS</title>
        <p>In previous work, di erent scenarios that involve users on the
reality-virtuality continuum and their bystanders have been
investigated. When studying these scenarios, it becomes visible that often
the relationship between users and their bystander di ers. Here,
relationship refers to the relative position of users and bystanders on
the continuum. In the following, we grouped the research scenarios
from previous work based on the described relationship between
users and bystanders (see Figure 1).
5.1</p>
      </sec>
      <sec id="sec-2-7">
        <title>Isolated Experiences</title>
        <p>Isolated experiences exploit the circumstances that users detach
from their real-world environments. While this seems to contradict
our work’s motivation, it still can make sense in certain situations.
For example, in a noisy o ce environment with lots of visual
elements causing distraction from work, a virtual environment may</p>
        <sec id="sec-2-7-1">
          <title>Reality</title>
          <p>Bystander</p>
        </sec>
        <sec id="sec-2-7-2">
          <title>Mixed Reality (MR)</title>
        </sec>
        <sec id="sec-2-7-3">
          <title>Virtuality</title>
          <p>
            User
User is somewhere on the continuum
Isolated Experiences
Bystander Inclusion
Collaboration
far away, no transition
uni-directional transition
bi-directional transition
be a good idea to isolate from these negative in uences [
            <xref ref-type="bibr" rid="ref34">34</xref>
            ].
Another example is a situation in which multiple VR users share the
same space but not the same virtual experience [
            <xref ref-type="bibr" rid="ref3">3</xref>
            ], or a situation
in which bystanders cross the playing area of a user[
            <xref ref-type="bibr" rid="ref40">40</xref>
            ]. These
examples have in common that both bystanders and users do not
have an interest in one another. Hence, the larger the relative
distance between them on the continuum, the better is the overall
experience.
5.2
          </p>
        </sec>
      </sec>
      <sec id="sec-2-8">
        <title>Bystander Inclusion</title>
        <p>
          In many situations, users manifesting on certain spots on the
realityvirtuality continuum would like to include bystanders in their
experience, or bystanders would like to participate in the user’s
experience. Here, users’ experience on the continuum is at focus, and
bystanders get included in various ways. For example, bystanders
want to see what a user in VR experiences, and therefore,
previous work suggests using a CAVE [
          <xref ref-type="bibr" rid="ref17 ref18">17, 18</xref>
          ] or display attached to
the HMD [
          <xref ref-type="bibr" rid="ref23 ref32">23, 32</xref>
          ]. Another example is to have bystanders enrich
the experience by giving di erent forms of haptic feedback [
          <xref ref-type="bibr" rid="ref5 ref6">5, 6</xref>
          ].
These examples share that bystanders transition on the continuum
towards the user, while the user does not transit. The goal is to
keep the user immersed but to empower bystanders to participate
in the experience.
5.3
        </p>
      </sec>
      <sec id="sec-2-9">
        <title>Collaboration</title>
        <p>
          With collaboration, we refer to scenarios that involve achieving a
shared goal. Compared to bystander inclusion, this means that both
users and bystanders alter their experience and come closer to each
other on the continuum, see Figure 1. An example would be a
bystander and user playing a game together where the bystander can
help the user reach their objective (e.g., to solve a maze puzzle [
          <xref ref-type="bibr" rid="ref36">36</xref>
          ])
or where both play against each other (e.g., in a sword ght [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ]).
In the latter scenario, we stretched the term collaboration a bit;
however, we argue that both users still share a goal – having fun
together. In sum, we understand this last class of user-bystander
relationships as scenarios in which both experiences are altered to
perceive each other’s presence.
6
        </p>
      </sec>
      <sec id="sec-2-10">
        <title>RESEARCH OPPORTUNITIES</title>
        <p>In the following, we highlight future research opportunities derived
from the introduced social settings and classes of relationships
between users and their bystanders.</p>
        <p>Expanding to Public and Work Places. First-generation VR and
AR devices are designed for single-user experiences in private
contexts. However, designing devices that foster interaction between
users and bystanders can facilitate communication and interplay
in various contexts.</p>
        <p>Transitional Experiences. New technology might allow easy
transitions along the continuum (e.g. video see-through HMDs).
Depending on the scenario, it makes sense to create experiences that,
for example, allow the user to transit from reality into VR gradually.
Thereby users and bystanders can interact on di erent levels
depending on how far they must transit into the reality of each other.
Based on the bene ts it provides, we expect transitional interfaces
to become more relevant in the future.</p>
        <p>
          Visualization Helps Understanding. Researchers and developers
might face challenges while investigating or developing MR
scenarios and therefore need insights into the sessions of their users.
Tools and Frameworks that help us describe or analyze these
scenarios [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ]. Ways to stronger considerate di erent social settings
(public, work, and private) in research might be key to understand
the interplay of involved users, objects, and environments.
7
        </p>
      </sec>
      <sec id="sec-2-11">
        <title>CONCLUSION</title>
        <p>In this paper, we present di erent scenarios for the use of
alternative realities. By categorizing them, we found three di erent social
contexts: private, work, and public in which alternative realities
can be used. From these, we derive characteristics of di erent
relationships between the user and bystanders. Here, we argue that
three types of interactions are important to explore in the future to
enable easy switching between manifestations as this ultimately
allows for a satisfying user-bystander interaction.</p>
      </sec>
    </sec>
  </body>
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