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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>The Body in Cross-Reality: A Framework for Selective Augmented Reality Visualisation of Virtual Objects</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>Human-centered computing Mixed / augmented reality; Virtual reality; Collaborative interaction</institution>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2020</year>
      </pub-date>
      <volume>8</volume>
      <issue>2020</issue>
      <abstract>
        <p />
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>The body plays a communicative function in interaction. It
expresses how we respond, experience and interact with the world
through action, movement, and gestures. In this paper, we
investigate the impact of the body in Cross-Reality Interaction between
users of di erent realities in the Reality-Virtuality continuum. We
propose a Framework for Selective Augmented Reality
Visualisation of Virtual Objects that enables an external Augmented Reality
user to perceive an immersed Virtual Reality user against di erent
levels of information. The augmented reality user may observe the
real body of the user in the context of visualised objects from the
virtual environment, selected according to three criteria:
Proximity Threshold, Field of View, and Importance Ranking. We aim to
investigate how much and what type of virtual objects need to be
visualised in order to convey clear information on the activity and
physical engagement of the immersed Virtual Reality user. Two
use cases are presented to which this framework can be applied:
vocational training on food hygiene and a virtual exhibition for
architecture.</p>
      <p>
        Both authors contributed equally to this research.
Cross-Reality Interaction is an emerging eld within Human-Computer
Interaction that investigates how users of di erent realities can
interact with each other — ’realities’ referring to the real environment,
the virtual, and anywhere in between. This spectrum of realities
is identi ed in Paul Milgram’s Reality-Virtuality continuum [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ],
which ranges from the reality we all experience to a completely
controllable Virtual Environment (VE). For example, Augmented
Reality (AR) is situated closer to our own reality compared to
Virtual Reality (VR). Thus, a ’Cross-Reality Interaction’ describes an
interaction originating from a reality at one point of this continuum
and a ecting a reality at a di erent point.
      </p>
      <p>For users of di erent realities to interact, they must rst be aware
of each other, which involves both an expression and perception of
information. The question then becomes how much and what type
of information should be conveyed in order to communicate clearly
and e ectively. In this work, we propose a framework that visualises
the body of an immersed VR user in the context of select elements
from the VR user’s VE. Speci cally, we aim to investigate how to
design Cross-Reality interactions in scenarios where it is important
for an external AR user to understand the physical actions and
activity of an immersed VR user.
1.2</p>
    </sec>
    <sec id="sec-2">
      <title>The Body in Cross-Reality</title>
      <p>
        We experience, understand, and interact with the world through
the body [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. Especially with the rise of AR and VR, interactive
technologies o er new possibilities for physical engagement. Users
of immersive technologies can manipulate virtual objects, traverse
through ctional landscapes, and interact with the VE through
increasingly more complex and creative means. The actions of
the immersed user are often expressed through interacting with
speci c virtual objects or the context of the activity, generating
an importance of understanding the body in relation to the VE.
Current Cross-Reality research includes sharing a eld of view
among multiple users across the Reality-Virtuality continuum [
        <xref ref-type="bibr" rid="ref1 ref12">1,
12</xref>
        ], tracking the positions of external users in a VE perceived by VR
users [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ], or synchronising the manipulation of select objects in
the VE between di erent Cross-Reality users [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. However, despite
the extensive theoretical research in Cross-Reality Interaction, few
focus on the impact of body language in interaction design.
2
      </p>
    </sec>
    <sec id="sec-3">
      <title>RELATED WORK</title>
      <p>
        Systems exist to make VR users aware of what is happening in
their surroundings. Noti VR [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ], for instance, explores di erent
noti cations and interruptions. These interruptions can be physical,
such a person or a pet, or digital, such as a text message or voice
call. The VR Motion Tracker [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] presents a widget that enables
VR users to track external persons. In RealityCheck [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] a system
is presented that composites images from the real world into the
VE. RealityCheck also enables external users to view the VE via a
projection into the physical environment.
      </p>
      <p>
        Projections can be used in di erent ways to visualise the VE
to external users. ShareVR [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] presents a way to support
interaction between VR and external users via a oor projection and a
tracked display. The tracked display functions as a "window into
the VE". The oor projection shows the spatial layout of the VE,
projected by two projectors set up in the environment. An
alternative to placing the projector in the environment is to make it
head-mounted. A head-mounted projector has been explored for
VR [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] and AR [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. In both cases a small motor controlled projector
was positioned on top of the user’s head to project virtual content
into the environment.
      </p>
      <p>
        There are di erent ways of using an external screen to
visualise the VE. One way is to mount one or more small screens onto
the HMD [
        <xref ref-type="bibr" rid="ref1 ref6">1, 6</xref>
        ]. Tablets have also been used to enable
collaboration between a VR user and non-immersed user. Grandi et al. [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]
performed a study investigating collaboration of a VR and tablet
AR user. They found that VR-AR asymmetric collaboration
performed better than AR-AR collaboration but worse than VR-VR
collaboration. TransceiVR [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] enables communication between an
immersed VR user and an external tablet user.
      </p>
      <p>
        Vishnu [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] is a system for a remote expert to assist a local agent
in a maintenance procedure. The remote expert can perform the
correct actions in VR, which are then shown to the local agent via
AR. The local agent can then perform the correct actions as shown
by the remote expert. We propose an approach that also uses a
combination of AR and VR, in a di erent manner with the VR and
AR user co-located. In our approach the VR user is the one under
observation. The AR user is the one observing the VR user, and
can simultaneously view the physical VR user and virtual elements
from the VE they are in.
3
      </p>
    </sec>
    <sec id="sec-4">
      <title>A FRAMEWORK FOR SELECTIVE</title>
    </sec>
    <sec id="sec-5">
      <title>VISUALISATION</title>
      <p>Our proposed framework uses AR to augment the external user’s
view of the VR user with elements from the VE. This enables the
external AR user to view the VR user’s gestures and body language in
the context of the VE. This is important as both the stimuli (virtual
object) and response (VR user’s physical reaction) are involved in
communicating an action-based interaction. To support this
visualisation, two applications must be made, the main VR application
and a companion AR application that can communicate with it.</p>
      <p>We propose three criteria for selecting the scene elements that
are visualised to the AR user: Proximity Threshold, Field of View,
Importance Ranking ( gure 2). We expect di erent use cases for
asymmetric interaction to require di erent selection criteria. This
selection can also di er between users.
We can selectively visualise objects nearby the VR user using a
proximity threshold. We will implement this as the euclidean
distance between the VR user’s position in space and the position
of the VE scene object. This way, only the relevant object within
interaction distance may be selected for the augmentation.</p>
      <p>The Body in Cross-Reality: A Framework for Selective AR Visualisation of Virtual Objects International Workshop on XR Interaction 2020, November 8 2020, Lisbon, Portugal
3.2</p>
    </sec>
    <sec id="sec-6">
      <title>Field of View</title>
      <p>The Field of View refers to the area of the VE that the VR user is
looking at, and how close the object is to this area. This is the angle
between the VR user’s forward vector and the vector between the
VR user and the scene object on the yaw axis. This way, only the
relevant objects in front of the VR user may be selected for
augmentation. Eye tracking can potentially be used to more accurately
identify which object has the VR user’s attention.
3.3</p>
    </sec>
    <sec id="sec-7">
      <title>Importance Ranking</title>
      <p>Some objects in the VE are more relevant to display to external users
than others. Importance ranking sets a predetermined selection of
objects that are shown to the AR user. This selection can be binary,
one group of objects to visualise and another group to hide in
augmentation.
3.4</p>
    </sec>
    <sec id="sec-8">
      <title>Technical Implementation</title>
      <p>The software running on the VR system (eg. HTC Vive) and AR
system (eg. Microsoft Hololens) will be set up as networked
applications. Two di erent versions of the application will be made,
one for AR and one for VR. The VR application will be the host
and contain the state of the VE. It will communicate this state as
selected by the criteria described above with the AR client.</p>
      <p>The AR application will be a client that contains minimal logic
which displays the selection of objects as told by the VR host
application. As users will be co-located, voice communication does
not need to be networked. However, the AR user’s position must
be tracked in order to support a representation of this user. Having
a representation of the AR user in the VE would prevent the AR
user’s voice from feeling disembodied and maximize immersion for
the VR user.
4</p>
    </sec>
    <sec id="sec-9">
      <title>USE CASES</title>
      <p>Current VR systems involve very physical types of interaction,
such as walking and picking up objects. External observers may be
interested in the relationship between the body and the interactive
object in a VE, and body language can provide useful information
about the nature of an interaction. We present two use cases in
which we propose to apply our framework and evaluate how useful
gestural information is to the perception of the AR user.
4.1</p>
    </sec>
    <sec id="sec-10">
      <title>Vocational Training - Food Hygiene:</title>
      <p>The employee (VR user) is immersed in the VE to become
familiarised with the workplace, and the instructor (AR user) oversees
the employee’s performance in "food hygiene" from how the VR
user physically handles selectively visualised food objects.
• Proximity Threshold: The threshold is bound by the single
station located by the VR user. Further food stations are not
visualised.
• Field of View: The activity of handling food only occurs
within arms-reach of the VR user, thus Field of View is a less
relevant criteria for this use case.
• Importance Ranking: Visualising food and related tools is
important to portray food handling, but other scene objects
may be less relevant.
4.2</p>
    </sec>
    <sec id="sec-11">
      <title>Virtual Exhibition - Architecture</title>
      <p>The use case simulates an architectural review in which a client (VR
user) explores and critiques an interactive 1:1 scale architectural
project in the VE. The architect (AR user), who is already familiar
with the project, perceives only the speci c VE segments that the
VR user is interacting with and referring to.</p>
      <p>• Proximity Threshold: Less relevant as a 1:1 scale explorable
architectural model is typically too large to e ectively include
within a visible threshold.
• Field of View: The VR user looks at di erent parts of the
architectural proposal, and the AR user shares the VR user’s
line of sight when referring to speci c architectural elements.
• Importance Ranking: Only relevant if the architect has
included interactive architectural elements, such as furniture.
5</p>
    </sec>
    <sec id="sec-12">
      <title>EVALUATION</title>
      <p>We seek to evaluate this approach in an experimental study. We will
investigate changing the selection criteria (Proximity Threshold,
Field of View, Importance Ranking) across di erent use cases, as
well as conducting user experience studies focusing on how the
AR user perceives the activity and bodily engagement of the VR
user. As a baseline, we will also compare the selective visualisation
framework to two other conditions: an external user that can see
the VR user without AR, and a VR spectator which can see the
entire VE without seeing the VR user.
6</p>
    </sec>
    <sec id="sec-13">
      <title>CONCLUSION</title>
      <p>In this paper we presented a novel visualisation framework for
selective visualisation of VE elements to an AR user. This visualisation
allows the external AR spectator to view the physical movements
of the VR user in context of the VE. All visual detail of the VR user’s
physical appearance may be preserved, including gestures and body
language, while giving the context of the actions they are
performing in the VE. As such, we aim to nd the optimal amount of VE
context to visualise to clearly and e ectively convey the nature of
an interaction between immersed users and their environment.</p>
    </sec>
  </body>
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