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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>Ylläs, Finland.
* Corresponding author.
$ markus.laattala@aalto.fi (M. Laattala); supriya.dutta@aalto.fi (S. Dutta); perttu.hamalainen@aalto.fi (P. Hämäläinen)</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Duet: Virtual reality pair dancing with partner movement manipulation</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Markus Laattala</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Supriya Dutta</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Perttu Hämäläinen</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Aalto University</institution>
          ,
          <addr-line>Espoo</addr-line>
          ,
          <country country="FI">Finland</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2025</year>
      </pub-date>
      <volume>000</volume>
      <fpage>0</fpage>
      <lpage>0003</lpage>
      <abstract>
        <p>Dancing provides a powerful way for one to feel connected with others. Virtual Reality (VR) holds the promise of enabling shared dancing experiences over a distance, but major challenges remain, such as network latency, afordable consumer VR devices lacking full-body tracking, and users having limited real-world space in their homes. In this paper, we present and evaluate Duet, a two-player VR contemporary dance game/experience that provides a new solution to these problems. Our solution combines 1) a novel partner movement manipulation approach where each player only needs a small physical space to move, but their perception of their partner's movement is manipulated to allow the choreography to utilize a large virtual space, 2) a latency-tolerant visual metaphor for connection, in the form of an elastic string connecting the players, and 3) abstract avatar design that doesn't require full-body tracking and also increases the plausibility of the movement manipulation. We conducted a mixed methods exploratory user study with 22 participants (11 pairs) comprising a thematic analysis of semi-structured interviews and a visualization and analysis of perceived latency. The results suggest that Duet can mitigate the problems caused by latency, limited real-world space, and the lack of full-body movement tracking, although our data does not allow conclusions about Duet's generalizability to other dance styles or choreographies.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;VR</kwd>
        <kwd>Virtual Reality</kwd>
        <kwd>Dance</kwd>
        <kwd>Movement Manipulation</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>Dance games are traditionally focused on honing individual skills or trying to beat a high score (e.g.,
Dance Dance Revolution [G3]) or learning dance moves and learning new choreographies (e.g., Dance
Central [G5]). Many popular Virtual Reality (VR) games such as Beat Saber [G2] and Dance Central VR
[G6] have adopted the same approach. Such skill-focused competitive design represents, however, just
one aspect of dancing.</p>
      <p>
        For the longest time, dancing has been an activity for feeling connected with others. Some dance games
like Just Dance [G8] have a strong focus on dancing with your friends and even the aforementioned
Dance Dance Revolution has cultivated a strong dancing community around it [
        <xref ref-type="bibr" rid="ref1 ref19 ref20 ref24 ref27">1</xref>
        ]. Social VR platforms
like VRChat [G1] likewise have emergent social dance communities [
        <xref ref-type="bibr" rid="ref2 ref21 ref25 ref28">2</xref>
        ]. Similar to multiplayer VR
games, these platforms have problems that arise from network latency, lack of physicality, and limited
tracking of small details in avatars’ movements like facial expressions. Moreover, full-body movement
tracking and force feedback technology remains beyond reach for afordable consumer VR. All these
issues can make it dificult to find a connection with one’s virtual dance partner. Despite this, there is
little work exploring how people could dance together in VR, in ways suited to the medium [
        <xref ref-type="bibr" rid="ref2 ref21 ref25 ref28">2</xref>
        ]. Instead,
the focus has been teaching skills for the world outside of VR [
        <xref ref-type="bibr" rid="ref22 ref23 ref26 ref3 ref4">3, 4</xref>
        ].
      </p>
      <p>In many aspects of VR, there seems to be a drive to simulate and try to replicate the real world.
However, not leveraging the unique aspects that make VR diferent from the physical world has the
danger of keeping VR experiences mere shadows of the real thing. People often have the fantasy that
when they use VR devices, they can live their dreams and do impossible things. But, not only the
limitations of the technology but the player’s own body and their limited play area can make executing
these fantasies dificult.</p>
      <p>
        Solutions to the problems above often relate to the user’s control of their own virtual body, focusing
on how a VR user can move expressively despite the limitations of the physical space (e.g., [
        <xref ref-type="bibr" rid="ref5 ref6 ref7">5, 6, 7</xref>
        ]) or
receive visual guidance that allows them to better anticipate and follow a choreography [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. However,
such approaches all have their limitations. For instance, VR locomotion techniques tend to either induce
motion sickness or limit the experience in some other manner such as by reducing embodiment [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ].
At the same time, studies like Mello et al. [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] indicate that other avatars’ behavior in virtual space
also influences a user’s movement and experience of social VR. This begs the question: In social VR
dance, can the problems inherent to VR be mitigated through partner avatar design and movement
manipulation? By this, we mean modifying how one’s dance partner appears and moves in the eyes of
each dancer, while allowing each dancer to perceive their own first-person movement as fully natural,
to minimize motion sickness.
      </p>
      <p>Contribution We contribute Duet, a novel two-player VR dance game/experience shown in Fig. 1
and on the supplemental video1. A key innovation of Duet is the partner movement manipulation
that allows both players to dance in a limited physical space while experiencing a choreography for
two dancers that dynamically utilizes a large virtual space. We implement this symmetrically—for
instance, both players can perceive the other player as circling around them, even though both of them
are in reality spinning around in place (supplemental video at 2min 2s). Additionally, Duet features
latency-tolerant visual elements for connecting two dancers and choreographing their movements.
Finally, the avatars of Duet are designed to only need the hand and head tracking aforded by consumer
VR devices, while also making the manipulated movement appear visually plausible.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Related work</title>
      <p>To the best of our knowledge, there is no prior work specifically on manipulating one’s dance partner’s
movements as a tool for creating better dance experiences in VR. More generally, ample literature exists
on avatar design and movement as well as VR dance experiences.
1Duet supplemental video: https://youtu.be/tXxanwhyHwM</p>
      <sec id="sec-2-1">
        <title>2.1. VR movement and avatars</title>
        <p>
          VR experiences are often limited by the user’s body and physical abilities. This has been addressed
by exaggerating aspects such as running speed, jump height, and flexibility [
          <xref ref-type="bibr" rid="ref10 ref11 ref6">10, 11, 6</xref>
          ]. The user’s
movement can also be modified for usability, for example, to help them reach and pick up objects [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ].
        </p>
        <p>
          The players’ physical movements can also be mapped to virtual movements in arbitrary ways beyond
realism. For example, in a study by Riecke et al. [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ] players can fly by leaning their body forward and
Cai et al. [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ] demonstrated that players can swim using their arms while sitting down. There are also
multiple studies that focus on experiences where the player can inhabit a non-humanoid body such as
an animal [
          <xref ref-type="bibr" rid="ref15 ref16">15, 16</xref>
          ].
        </p>
        <p>
          Many of these re-mappings of movement data also provide solutions for locomotion in a virtual
space larger than the real space, which is a wide and active area of VR research [
          <xref ref-type="bibr" rid="ref17">17</xref>
          ]. In games, the most
common ways of moving in VR are ones that work with handheld controllers, e.g., teleportation and
joystick locomotion (a.k.a. steering locomotion). However, there are also more novel ways of traversing
such as redirected walking [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ] or the prototype of Kontio et al. [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ] that has the player simulate running
while lying on their back. However, this kind of movement method can induce a visual-vestibular
sensory conflict, which is a common cause of motion sickness in virtual reality [
          <xref ref-type="bibr" rid="ref18">18</xref>
          ].
        </p>
        <p>Another problem in VR, especially while dancing, is the lack of physicality and haptic feedback. There
have been multiple diferent solutions on bringing the sense of touch into VR [ 19, 20, 21]. Venkatraj
et al. [22] goes as far as to explore haptics in VR co-embodiment where two users inhabit one avatar.
However, most of these require dedicated hardware beyond mainstream consumer VR and the lack of
haptic detail makes them non-ideal for dancing with a virtual partner.</p>
      </sec>
      <sec id="sec-2-2">
        <title>2.2. Dancing together in VR</title>
        <p>
          Much of dance research in VR focuses on either teaching and instructing dance [
          <xref ref-type="bibr" rid="ref22 ref23 ref26 ref3 ref4">3, 4, 23</xref>
          ], or dance as
physical exercise and its benefits for well-being [ 24, 25]. These studies also mainly focus on single-user
experiences. Some studies suggest that simplifying how dance is represented can make it easier to
follow in VR [26]. Eaves et al. [27] also found out that too much tracking data presented to the user
makes it more dificult to extract relevant information, and having four tracking points works better
than twelve.
        </p>
        <p>
          Social dancing in VR is still largely an unexplored area even though many VR users are looking for
these kinds of experiences [
          <xref ref-type="bibr" rid="ref2 ref21 ref25 ref28">2</xref>
          ]. Research indicates that learning dance with a partner can be beneficial,
elevating users’ interest in learning dance [28] and improving performance [29]. It is no surprise that
computer-controlled virtual dance partners are used in multiple VR dance studies, which gets around
problems such as network latency and the limits of a human partner’s reaction time. Kirakosian et al.
[30] had a user leading a virtual partner in pair dance that was responsive to the user’s movement. The
study did not measure how efective the method was for learning but the users’ rated their enjoyment
as high and most of them anticipated being more confident to lead someone in real life. Senecal et al.
[31] similarly used virtual partners for salsa dance instruction and found that the movement patterns
of users without prior dance experience became more similar to those of users with dance experience
after using their system. They measured movement patterns using a number of features, including
several specifically designed to capture core technical elements of salsa. Studies have also explored
using multiple virtual model dancers to support dance instruction, as in the work of Kico et al. [32].
        </p>
        <p>Unlike the previous studies, our goal is not to instruct or teach dance to the player. Instead, we focus
on how to create a game-like shared cooperative experience for two dancers.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3. Design</title>
      <p>This section describes the design of Duet in detail. We start with a brief overview of how Duet works
and the primary inspiration for it. We then proceed to the three key problems we identified and the
corresponding solutions developed.</p>
      <sec id="sec-3-1">
        <title>3.1. Overview and motivation</title>
        <p>Duet is a co-operative dancing game/experience that does not need the players to inhabit the same
physical space and can be played with afordable Meta Quest VR headsets. It is meant to be easy to
approach for all able-bodied people, even without any dance experience.</p>
        <p>The experience starts by having both players see the other player arrive, with a brief moment for
greeting and interacting. After this, the ring in Figure 1 appears and the players are prompted to touch
their hands together, which forms the string between them. The ring then guides the players through a
choreographed experience. The players’ goal is to keep the string going through the ring. If they fail,
the world’s colors fade out and the music gets distorted, but the players are not otherwise penalized to
keep the experience approachable for novice users.</p>
        <p>The motivation for having the ring guide players movement originates from outside VR research.
We were inspired by Bounden, an innovative "mobile dancing game" for two players, developed by
Game Oven in collaboration with the Dutch National Ballet [G4]. In Bounden, both players hold on to a
shared mobile phone and try to follow the movement instructions provided on the phone’s screen. The
physical link between the two bodies provided by the shared phone provides a movement challenge and
makes the players’ bodies entangled in interesting ways. Our goal was to try creating something like
Bounden but in VR, utilizing the strengths of the medium and working around the obvious limitation
of the players not being able to hold on to a shared physical object.</p>
        <p>The visuals of the experience are inspired by underwater kelps that move with ocean waves, a being
that is alive but not either animal or plant.</p>
      </sec>
      <sec id="sec-3-2">
        <title>3.2. Problems and solutions</title>
        <p>During the design and development, we identified three key problems inherent to VR pair dance and
developed specific Duet features to address the problems.</p>
        <sec id="sec-3-2-1">
          <title>3.2.1. Problem 1: Limited physical space</title>
          <p>A key problem of all consumer VR is that people have limited space to move in their homes. Ideally,
one should be able to play VR games in a small area, which is not ideal for expressive dance movement.
As elaborated in Section 2.1, many solutions for this problem do exist, but they all come with their
limitations such as motion sickness.</p>
        </sec>
        <sec id="sec-3-2-2">
          <title>3.2.2. Solution 1: partner movement manipulation</title>
          <p>We address the space limitation with the partner movement manipulation. In pair dance, the user’s
focus of attention is on their partner, which suggests that making the partner’s movements free of the
limitations of the physical space contributes to the overall feel of the experience. It also expands the
range of possible pair dance choreographies.</p>
          <p>To avoid motion sickness, the movement manipulation is applied only to one’s partner, e.g., both users
may see their partner gliding in the space while perceiving their own movement as fully natural and
nonexaggerated. This way, each user’s 1st person viewpoint is not artificially altered and visual-vestibular
conflict is avoided.</p>
          <p>We implement the manipulation symmetrically. This means that both players are seeing the same
manipulations at the same time. This allows both players to have a similar experience designed to align
with the music.</p>
          <p>We employ two manipulation techniques:
• Position manipulation: The choreography has parts where the other player circles around and
lfies above the other player, i.e., we modify the translation and rotation of the partner’s avatar in
each player’s view. In reality, both players are spinning around in place. This enables players to
have more elaborate and dramatic experiences together while having a limited amount of space
to move in the physical world.
• Enforced mirroring of movements: At specific parts of the choreography, we modify the partner’s
movements fully or partially mirror the player’s own movements, in order to elicit a stronger
feeling of connection and movement synchronicity. This is less obvious to the player than what
one would think, due to the abstract avatar design.</p>
        </sec>
        <sec id="sec-3-2-3">
          <title>3.2.3. Problem 2: Latency and lack of force feedback</title>
          <p>
            Much of social dance includes moving while maintaining physical contact, or moving separately but in a
synchronized manner. These are challenging for social VR due to the lack of force feedback to maintain
physical contact, and latency that prevents synchronizing movements based on visual feedback. Due
to the combined latency of networking, motion tracking, rendering, and human visuomotor control,
one cannot perfectly synchronize one’s movements with another dancer in real-time [
            <xref ref-type="bibr" rid="ref8">8</xref>
            ], unless both
dancers follow a familiar predefined choreography.
          </p>
        </sec>
        <sec id="sec-3-2-4">
          <title>3.2.4. Solution 2: The string and ring</title>
          <p>A key feature of Duet is the elastic string that connects the dancers, which we settled on after testing
various alternatives such as a floating sphere that the user tries to follow or push. The string stretches
according to player movements, which prevents losing connection due to latency and the lack of force
feedback.</p>
          <p>Complementing the string, we also feature the ring that provides the choreography guidance and
challenge common to dancing games. The ring is animated to move along with the music. Keeping
the string inside the moving and rotating ring guides the players to move together in a choreographed
manner, while still leaving room for individual expression and improvisation.</p>
          <p>To provide variety, the connection points of the string change between the players’ hands and heads
at specific parts of the choreography.</p>
        </sec>
        <sec id="sec-3-2-5">
          <title>3.2.5. Problem 3: Limited movement tracking</title>
          <p>As we intended Duet to be as approachable as possible, we chose the popular Meta Quest consumer VR
headsets as our VR platform. This meant that we only had access to 3 tracked points: The headset and
the handheld controllers.</p>
        </sec>
        <sec id="sec-3-2-6">
          <title>3.2.6. Solution 3: Abstract avatar design</title>
          <p>The movement tracking problem is primarily addressed by Duet’s avatar design (Figure 2). As we could
not track the user’s legs, we designed legless avatars somewhat reminiscent of the robed figures of the
game Journey [G7]. Consistent with the string that connects the avatars, the avatars themselves are
made of elastic cloth stripes.</p>
          <p>Crucially, the avatar design also makes the partner movement manipulation look visually plausible,
e.g., when one sees one’s dance partner gliding around them and soaring in the air. Having abstract
avatars without details like facial features also allows us to brush aside some practical issues such as
making sure that players are looking at each other. The enforced mirroring of movements (Section
3.2.2) is also concealed by the abstract avatar design.</p>
        </sec>
      </sec>
      <sec id="sec-3-3">
        <title>3.3. Narrative design</title>
        <p>Duet does not have a story, but we hope it can allow players to reflect on what it means to be connected
or experience something together. The experience moves through four parts:
Part 1: Introduction The experience and the choreography are built around a short emotional music
piece. The choreography starts with simple wave motions with no manipulation of movement. During
this part, the players get used to moving the string and how it sometimes moves from one of their
hands to another.
Part 2: Movement manipulation After the familiarization phase players’ movements start being
manipulated in diferent ways. The players do not know when and how much their movements are
alternated. The intensity of the added movements reflects how the music evolves. The goal of these
movements is to encourage the players to move more and give them a feeling that the other player is
closely connected and responsive to their own movements and the music.</p>
        <p>The players see the other player circle around them before rising above the ground. The movement
becomes livelier when the music swells. To make players feel like they are truly in sync with the
other player, during some movements their moves are copied straight to the other player’s avatar (the
enforced mirroring of Section 3.2.2).</p>
        <p>Part 3: Dark In the next part of the experience, intensity is elevated by changing the players’
surroundings into darker colors and the players see their partner sinking below them.
Part 4: Light Music and movement build towards the finale and the darkness is pushed away by
lights. the movements are simple and predictable, allowing the players to say goodbye to each other.</p>
      </sec>
      <sec id="sec-3-4">
        <title>3.4. Design process and team</title>
        <p>The design process comprised multiple rounds of iterative prototyping and testing. The testing was
mostly done by the research team and by bringing functional prototypes to a professional contemporary
dance teacher and choreographer for feedback. The teacher also provided us with initial choreography,
although we ended up changing it to better utilize the interaction mechanics.</p>
        <p>The initial research team comprised two members: A doctoral student with a VR and game
development background and one summer intensive class in dance, and a supervisor with 20+ years of
experience in practicing diferent movement skills and arts ranging from medieval swordsmanship to
contemporary and street dance. A third researcher joined later to help in the user study.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. User study</title>
      <p>We conducted a mixed methods exploratory user study with 22 participants (11 pairs) to probe the
following research questions and identify possible future research directions:
RQ1: How do players experience Duet, the virtual space and their own and their partner’s movements?
RQ2: How does the partner movement manipulation afect the experience?
RQ3: How does network latency afect the experience? Is the design successful in hiding latency?</p>
      <sec id="sec-4-1">
        <title>4.1. Participants</title>
        <p>Participants were recruited by using diferent communication channels inside Aalto University. Every
participant was compensated with a gift card to a restaurant inside the campus area (20 euros). 11 pairs
participated in the study. The mean age of the participants was 27.1 years (sd. 2.89, min. 23, max. 33).
8 identified as men and 12 as women. One pair of participants did not share their age or gender. All
participants were able-bodied and all except two had at least some VR experience. All the pairs knew
each other before the study and signed up together.</p>
      </sec>
      <sec id="sec-4-2">
        <title>4.2. Study design</title>
        <p>The study consisted of two main parts, with a total duration of approximately 45 minutes. In the first
part, each pair of participants danced through a 3 min 47 s choreography, after which a semi-structured
interview was conducted, with both participants in the same interview to promote discussion. The
interview template had 1 warm-up question about participants’ familiarity with VR, 4 questions about
the user experience (e.g., what were the most memorable parts), 2 questions about experiencing the
virtual space, 2 questions about the feel of the movement, and 2 questions about the partner movement
manipulation. Clarifying follow-up questions were asked when relevant. The interview template is
provided in the appendix.</p>
        <p>The enforced mirroring was used twice during the choreography, for a total of 1 min 10 s, i.e.,
approximately one-third of the choreography. For a total of 46 seconds, the mirrored and partner
movement was blended to ease the players into and out of the efect. For a total of 24 seconds, the
movements were completely mirrored.</p>
        <p>In the second part of the experiment, we studied the efect of latency using a within-subjects design,
by having the participants dance continuously while diferent amounts of additional network latency
were artificially induced. After each latency change, the participants were queried for how noticeable
and how disturbing the latency was, using 5-point scales with anchors "1: Not noticeable - 5: Very
noticeable" and "1: Not disturbing - 5: Very disturbing". We tested additional latencies of 0ms, 100ms,
250ms, and 1000ms. Each latency was tested twice for each participant pair, with the order of latencies
randomized. Since we organized the study so that both participants were in the same room and wireless
network, our latency setting of 0ms corresponds to a "best case" real-world latency; naturally, there is
still some latency caused by networking, graphics rendering, and movement tracking.</p>
      </sec>
      <sec id="sec-4-3">
        <title>4.3. Procedure</title>
        <p>First, informed consent was obtained from both participants. The participants were then instructed
on how Duet works, after which they were helped to put on the VR headsets. As a safety measure,
participants were introduced to the boundaries of the play area. Next, they were told to stand on foot
markings they could see on the ground in the virtual space. By standing there they were able to connect
to the server. After seeing each other’s avatars arrive into the virtual space they were instructed to
touch their hands together to start Duet and the 1st part of the study described above.</p>
        <p>After dancing through the choreography, the interview was conducted without the VR headsets,
and the participants were then asked to put on the VR headsets again for the second part of the study.
During the 2nd part of the study, the participants indicated the 5-point latency ratings by showing the
corresponding number of fingers with their free hand that was not holding a VR controller.</p>
      </sec>
      <sec id="sec-4-4">
        <title>4.4. Methods</title>
        <p>The interviews were recorded and the recordings were transcribed automatically using OpenAI Whisper
[33]. The transcripts were verified manually. The transcripts were then analyzed using reflexive thematic
analysis [34]. The first author, who was responsible for the design and implementation of Duet, coded
all the data. To avoid myopic interpretations caused by the author’s close connection with the project,
the codes and themes were reviewed and refined with another author who had not participated in
the design process. The same two authors also facilitated the user study and were present during the
interviews.</p>
        <p>The quantitative latency data was visualized and analyzed using means, medians, and confidence
intervals. Motivated by the visualizations, exploratory correlation analyses were conducted using
Spearman’s rank correlation. Spearman’s rank correlation was used because the 5-point rating data
cannot be assumed to be normally distributed and the visually observed relation was nonlinear.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>5. Results</title>
      <sec id="sec-5-1">
        <title>5.1. Interview data</title>
        <p>The thematic analysis resulted in 157 codes in total, which were grouped into 10 themes. Table 1
provides a summary of the themes. The themes are described below in more detail. The results are
reflected in relation to the research questions in Section 6.</p>
        <sec id="sec-5-1-1">
          <title>5.1.1. Duet as an experience</title>
          <p>One common remark about the whole experience was that it was immersive (“I would say that at a point
I felt like I was more present in the virtual environment.” [P3], “It was immersive.” [P4]) Many participants
also described the experience as otherworldly, ethereal or somehow magical (“But then afterwards it
began to be kind of like a magical experience” [P1], “I wish if I could continue it further because I feel that
it’s something like Disney feeling to myself...” [P8], “It went from a simple dance to being something like a
bit more ethereal and kind of like, I don’t know, almost magical in that sense.” [P18]). Multiple participants
also mentioned how they thought that experience was somehow emotional, meaningful, or felt like art
(“Exploration of what art can do.” [P9], “Poetic” [P11], “I think the music, the movement, plus what you
see all give you a sensation of emotional climax” [P1].). It was also commonly mentioned that Duet felt
relaxing, calming, or meditative (“It was pleasant and meditative” [P21], “It was very calming” [P6], “The
environment was relaxing and calming for me” [P19]).</p>
        </sec>
        <sec id="sec-5-1-2">
          <title>5.1.2. Mechanics and choreography</title>
          <p>Many participants mentioned that the choreography was simple to follow and the ring and string
mechanic was well received. (“I think it’s a very interesting idea, this sort of dance connection” [P13],
“It’s a circle and there’s a string and you follow the string and you make the moves. I really liked that
part.” [P5]).</p>
          <p>The interviews also surfaced some complaints. One of the most common complaints from the
participants was that the string changing from one hand to another was confusing at first ( “I forgot
that I had to change the hands” [P5], “It was confusing because probably just because of the controllers or
something. I was confused when I switched and where to look...” [P2]). Some shorter participants also felt
that at some points the ring floated a bit too high for them ( “I was like on my tiptoes. But I’m shorter
than everyone else.” [P20]. Many participants also said that they did not focus that much on their partner
because they had to keep the string at the correct place (“I felt like I was mostly concentrating on the
ring” [P22]).</p>
        </sec>
        <sec id="sec-5-1-3">
          <title>5.1.3. Connection to partner</title>
          <p>Many participants mentioned feeling connected with their dance partner (“...it was quite intimate”, “...I
feel very connected...” [P1], “I felt connected from the very start” [P11]). One participant also mentioned
how the string felt like holding hands “It kind of felt like... holding hands. Holding in air quotes. The
string there, that made me feel like we were holding something together” [P13]. One player explained how
moving at the same time made them feel connected (“I feel very connected with you in the way that you
feel like the other person is doing almost the same as you constantly” [P1]). This might have been partly
thanks to the mirroring feature of Duet’s partner movement manipulation.
“...I think it was the position of the other actor and also the interaction with it. Often times
I was flying away quite much and staying close to me, so I had the feeling, ooh, okay, the
space is really big, although I could only stand in this confined space.” [P9] “But since the
other player was moving farther away and then closer, it felt large.”[P13]
“I think for me like the most memorable moment was like when, at least like when things
started building up, like in the beginning, it was just like the two of us like standing in
front of each other, but when the person in front of me started actually like flying...”[P18]
“...we’re both doing the same thing, which in real life that would not happen. So kind
of like, you know, like mind playing fool where like I’m seeing him flying, but he’s not
flying.”[P12]
“...it was quite intimate” [P14], “...I feel very connected...”[P1], “I felt connected from the
very start”[P13]
“It kind of felt like... holding hands. Holding in air quotes. The string there, that made me
feel like we were holding something together.”[P17]
“I think it’s a very interesting idea, this sort of dance connection”[P13]
“...initially I would say that I had some sort of problem understanding how it works, but
slowly I understood it quite well and it wasn’t an issue going through...”[P3]
“...I felt that it’s very mind healing experience because with the music and the rounding
and I feel that it gives a mental freedom and something that we call mind healing, mind
loving feeling.”[P8]
“The visuals, the choreography itself as well when the whole thing moves around and then
you have to kind of like turn around. It’s minimal but it’s still good. It still feels like you
know dance-like.”[P18]
“But then afterwards it began to be kind of like a magical experience” [P1]
“...So when it comes to end, really I wish if I could continue it further because I feel that it’s
something like Disney feeling...Really, I forgot that I was on the ground.”[P8]
“the visuals were nice, especially when the other characters were floating. And you could
see some tail or a flowy, feathery ending to that body. It was nice.”[P10]
“It’s funny because like again I felt like the other, the avatar of the other person kind of
like relatable in a weird way.”[P18]
“I loved at the end the sparkly things that appeared with the music”[P10]
“...it was interesting to see like like our motions match quite well so it almost felt reflective
is what I would say like there will be instances where like I know there’s a person in
front of me but the moment would be so similar the moment it felt like I’m looking (at a
mirror)...”[P10]
“For me, it was quite smooth.”[P16]
“...pretty synchronous and then it was quite reactive and responsive”[P4]</p>
        </sec>
        <sec id="sec-5-1-4">
          <title>5.1.4. Position manipulation</title>
          <p>All but one participant agreed that the position manipulation feature (Section 3.2.2) enhanced the
experience.</p>
          <p>“I felt excited.” [P16]
“I think for me like the most memorable moment was like when, at least like when things
started building up, like in the beginning, it was just like the two of us like standing in front of
each other, but when the person in front of me started actually like flying...” [P18]
The feature also appeared to elicit curiosity and wonder about how it works.
“I was thinking that (is) the other person also experiencing having the exact same experience
that I am having, or is it something diferent for them?” [P4]
“...I also wondered how it’s possible” [P3]
“In the beginning, it was just a movement of up and down, and then it started to go all over
the room. I think in the middle of the study I said, how can you fly? And then he said, you’re
lfying, so it was kind of reversed. So we were both having the same experience, but then you
don’t see the other person flying. So it was like a VR inside a VR. Even in virtual reality, your
partner is in the VR towards you, where he’s in another reality, but he’s not doing these old
trick things...” [P10]</p>
          <p>One participant remarked how the manipulation allows the dance to make use of the whole space
beyond only dancing on the floor.</p>
          <p>“...because I mean this is a VR so we can make use of the whole space. I think if it was more on
like an axis that would go more two-dimensional. Then it would defeat the purpose. So I really
liked that we could use the whole space. Or then the other one was floating and then I don’t
know. It just felt like it was more of a world within this world.” [P20]</p>
          <p>It was also mentioned that some manipulation results in movements that resemble familiar dance
moves:
“flying around and going behind you it kind of mimics like in real life when you’re having
a dance with a person and you have to do this motion with your hand when they’re kind of
like circling around you so holding your hand and you’re dancing with someone they have to
circle around you...” [P18]</p>
          <p>Only one participant called the position manipulation “confusing” but could not articulate a reason
for the feeling.</p>
        </sec>
        <sec id="sec-5-1-5">
          <title>5.1.5. Movement copying</title>
          <p>At the part of the interview where we revealed the occasional enforced movement mirroring (Section
3.2.2), only four participants indicated noticing it. None of the participants mentioned noticing the
feature during the earlier parts of the interview. Two of the participants who had noticed the feature
indicated that it made them feel lonely “it made me feel very lonely because I thought, Oh my god, it’s just
me in this universe” [P9], “I was like "aww". I’m alone dancing” [P19]. After the reveal, one participant
also stated that they felt a bit betrayed (“I’m not angry either but you feel betrayed sort of thing” )[P17].
This indicates that the feature might hurt rather than enhance the experience, and designers should be
mindful of how these kinds of manipulations are utilized.</p>
          <p>On the other hand, one participant did not mind the mirroring because they separated the avatar
character from the human dancer. (“I’m like oh that’s interesting but like I think ... I knew that you were
like making those motions and everything but then in the sense that this experience was like ... I was in
my own bubble sort of thing that I was just interacting with something like not necessarily you. I am
separating you and the thingy...” )[P17] Possibly, if players accept that their partner is some form of
hybrid human-virtual character, it may open new ways for interacting in VR.</p>
        </sec>
        <sec id="sec-5-1-6">
          <title>5.1.6. Perception of space</title>
          <p>Unsurprisingly, the visual environment was the most commonly mentioned reason for the space feeling
large (“I also think the space felt very large, especially, I think, because of aesthetics of the whole outer
world’s scenario and everything.”, “...it was replicating the universe.” [P4]).</p>
          <p>However, many participants also mentioned that the partner movement manipulation did make the
space feel larger:
“...But since the other player was moving farther away and then closer, it (the space) felt large.”
[P13]
“...I think it was the position of the other actor and also the interaction with it. Often it was
lfying away quite much and staying close to me, so I had the feeling, ooh, okay, the space is
really big, although I could only stand in this confined space.” [P9]</p>
          <p>The most common reason for the space feeling small was the Meta Quest’s safety boundary. When the
Quest is used in a new space, it requires the users to indicate the safe play area by drawing it on the floor.
We performed this step in the testing space, and when participants moved the area, a virtual wall/grid
appeared to guide them back (“...I was conscious about the grid and the environment.” [P21],“I was going
out of the boundary and it was showing me the boundary. So it felt like I’m going to hit something.” [P5]).</p>
        </sec>
        <sec id="sec-5-1-7">
          <title>5.1.7. Duet as an activity</title>
          <p>Many participants mentioned how the experience felt like dancing (“It was kind of like an actual dancing
where one person follows and the other leads” [P20], “ I felt like dancing a little bit even when I was just
turning” [P15], “I felt like I’m dancing” [P6]). However, some mentioned that it felt like something else
like watching a spectacle or working together (“I almost felt like as an audience member.” [P18], “...working
together in virtual space” [P14]). One user also mentioned how the position manipulation made the
experience feel more like dancing (“I wouldn’t call it a dance for me personally...We were just moving up
and down or in a circle. Maybe when actually we were doing the circle or when the other character was
lfoating down. That was nice...” [P10]).</p>
          <p>Two participants mentioned how they would have wanted to move more (“...when the music climaxed,
there was almost an incentive to move the controller in another way, besides just staying inside the
circle.” [P9], “...it didn’t feel like it was promoting a lot of motion like asking me to move around...” [P18]).
On the other hand, the pacing and challenge level is hard to balance for everyone, and some participants
did find even the current prototype a bit too much ( “like everything happened so quickly that I apparently
didn’t even manage to look around properly. Maybe that’s the only (negative) thing for me.” [P15])</p>
          <p>Two participants mentioned how the experience felt like exercise (“It was kind of a nice exercise with
the music and everything” [P5], “I also liked that I had to squat as well, so it was exercising, but that’s a
good thing” [P13]).</p>
        </sec>
        <sec id="sec-5-1-8">
          <title>5.1.8. Visuals and the partner avatar</title>
          <p>The visuals were considered a major part of the player experience and the avatar design was received
positively “For me, the visuals were nice, especially when the other characters were floating. And you could
see some tail or a flowy, feathery ending to that body. It was nice.” [P10],“It’s funny because like again I felt
like the other, the avatar of the other person kind of like relatable in a weird way. They were kind of like
magical, fantastical and so on. While being simple as well they were like this kind of like abstract shape ...
in the beginning I was like oh that looks kind of funky, but then the more the thing went on it kind of like
felt more and more relatable.” [P18])</p>
          <p>Only one participant indicated disliking the avatar design, possibly due to expecting a more
humanlike partner (“Actually I don’t like the character. Because firstly it looks a little bit scary. Because I couldn’t
ifgure out which part is which. Because I thought it would be a human.” [P11])</p>
        </sec>
        <sec id="sec-5-1-9">
          <title>5.1.9. Feel of the movement</title>
          <p>Multiple participants described the movement as smooth or responsive (“For me, it was quite
smooth.” [P16], “...pretty synchronous and then it (movement with your partner) was quite reactive and
responsive” [P4]). Only one participant mentioned that the movement with the string in Duet feels delayed
because of how the strings moves(“...the string was always kind of lagging behind a little bit.” [P15]).</p>
        </sec>
      </sec>
      <sec id="sec-5-2">
        <title>5.2. Latency data</title>
        <p>The latency ratings are visualized in Fig. 3. The three lowest latency settings—which are in the range
that can be expected in social VR—resulted in low ratings for both how noticeable and disturbing the
latency was experienced, suggesting that such latencies do not pose major problems. Although this may
be attributed to Hawthorne efect to some degree, the highest added latency of 1000ms was consistently
rated as both disturbing and noticeable, suggesting that participants were willing to be honest and
indicate when the latency was a problem for them.</p>
        <p>For the three lowest latencies (0...250ms), there is no apparent correlation between the latencies and
the ratings (Noticeable: Spearman  = 0.013,  = 0.882, Disturbing: Spearman  = 0.002,  = 0.980),
but when the 1000ms latency is included in the analysis, a statistically significant correlation can be
detected (Noticeable: Spearman  = 0.245,  = 0.001, Disturbing: Spearman  = 0.324,  &lt; 0.001).</p>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>6. Discussion</title>
      <p>Below, we revisit the research questions of Section 4 in light of the results. We also reflect on potential
areas for improvement and directions for future work.</p>
      <sec id="sec-6-1">
        <title>6.1. How do players experience duet?</title>
        <p>Based on the interview data, it is clear that the participants enjoyed the Duet as an experience. The
experience was perceived as relaxing, calming, and artistic by many, and the combination of music,
visuals, and movement was appreciated.</p>
        <p>Many participants reported that they felt a connection and were in sync with their dance partner.
However, it should be noted that all the participants knew their dance partner before the study, which
might have contributed to the connection they experienced (“I mean, we are also connected in real life,
kind of husband and wife. So I think it was really nice to play with you (them) and kind of try to keep that
string in there.” [P15]) Furthermore, both participants were in the same physical space, which might
elicit a stronger connection than social VR dance over a distance, although the VR headsets did block
any real-world visual contact between the participants.</p>
        <p>On the negative side, some participants did not consider Duet as dancing. Some also pointed out that
they would have preferred to move more. While most of the participants had no complaints, the simple
choreography appeared to result in some participants feeling that the experience was too easy. To a
degree, this was deliberate; we wanted to make sure that the choreography was easy enough to follow
for novice players of all skill levels. For instance, we initially created additional movement challenge
and complexity by using obstacles that slowly fall from the sky and the players have to dodge, but this
was removed after a pilot test. If Duet was developed into a full game instead of a research prototype,
such additional challenges could be gradually added as the game progresses.</p>
      </sec>
      <sec id="sec-6-2">
        <title>6.2. How does partner movement manipulation afect the experience?</title>
        <p>In light of the data, manipulating the position of one’s partner in space works as intended. At least for
some participants, it managed to create a sense of moving in a large space and a sense of wonder.</p>
        <p>Changing the dance partner’s distance or elevation appears to afect the perceived size of the virtual
space. It also seems to positively afect the experience in general, creating variety and memorable
highlights, and making the minimal movement feel more like dancing. The fact that both players see
the other flying while they both stand still was considered enjoyable and intriguing.</p>
        <p>The results suggest that we managed to implement the enforced movement mirroring feature subtly
and covertly. However, those who notice such mirroring may perceive it negatively, e.g., feeling deceived
or lonely. This suggests that the feature should be used with caution, if at all. On the other hand, it might
be possible to utilize the feature as a narrative tool in experiences that attempt to intentionally provoke
negative emotions to elicit appreciation and reflection in players (see, e.g., [ 35, 36]). For instance, one
might first elicit an expectation of meeting a loved character, and then subvert the expectation by
having the character parrot back the movements and voice of the player to emphasize that they are in
reality alone. A further potential benefit of the mirroring is that it might contribute to the movement
feeling smooth and responsive and the players feeling synchronized with each other, but our present
data does not allow establishing such a causal relationship and more research is needed.</p>
        <p>The comments of one participant also suggest that it might be possible to intentionally frame the
avatars as being "co-piloted" by a person and a game or VR app, which might allow even more extensive
movement manipulation without alienating the users.</p>
      </sec>
      <sec id="sec-6-3">
        <title>6.3. How does network latency afect the experience?</title>
        <p>The interview comments about movement feel and the latency ratings in Fig. 3 suggest that Duet
is successful in hiding small and moderate latencies inherent in social VR dancing, at least to some
degree. The key feature in this regard is the elastic string that maintains visual and simulated-physical
connection between the dancers even when their movements are not synchronized. At least for slow
and meditative choreography similar to our current prototype, Duet appears to provide a viable and
latency-tolerant interaction approach to social VR dance. However, this might change depending on the
choreography and music—for instance, in the context of gestural control of musical instruments, it has
been found that latency tolerance depends on the melody played, with slow and continuous melodies
afording higher latencies [37].</p>
      </sec>
      <sec id="sec-6-4">
        <title>6.4. Limitations and future directions</title>
        <p>Duet is a contemporary dance experience with simple, fluid, and relatively slow movements. The
choreography was deliberately designed such that participants of all skill levels could experience it.
However, this means that it is not as interesting for people who are looking to challenge themselves. The
dificulty of a choreography and a player’s skill definitely afects the experience and future work would
be needed to study how the mechanics work in designing more varied choreographies for all skill levels.
New mechanics, such as falling obstacles, could also be introduced to challenge and guide the players’
movements. Duet is also a relatively short experience and some of its appeal to the participants can
probably be attributed to its novelty, longer-term engagement remaining unclear. A short experience
might have also been one of the reasons that most participants did not notice any enforced mirroring.</p>
        <p>The radius of the ring in Duet is quite large. This makes the experience more forgiving and allows
players to improvise their own movements if they so choose. To change the challenge level, the size of
the ring could be adjusted. The ring also only evaluates if the player moves their hand correctly on a
horizontal and vertical axis while the player can move closer and further away from the ring freely.
This means that dance styles and choreographies that require small and specific movements cannot be
instructed using the ring.</p>
        <p>Another problem that could be addressed in future work is that many participants indicated focusing
on the ring during the experience instead of their dance partner. This should be addressed in the future
if the goal is to keep players’ focus on their partner. To achieve this, one might add more interactions
between the dancers or change the ring into something else altogether.</p>
        <p>During our study, the Meta Quest safety boundary was often triggered, which may make the space
feel smaller and more constrained. We should have organized the user study in a larger space, but some
users might also not have enough space in their homes; spinning around with one’s hand extended does
require a space with a diameter of approximately 2 meters. We consider this a reasonable minimum for
meaningful full-body dance movements; hence, the boundary problem reflects a fundamental limitation
of VR dancing. To address the limitation, VR dance research could perhaps explore forms of dance such
as finger tutting 2, which are only performed using a part of one’s body. This might also provide an
interesting challenge for VR hand and finger tracking technology development.</p>
        <p>Currently, our partner movement manipulation consists of the position manipulation and the enforced
mirroring. In the future, this could be expanded. For example, the partner’s movements could be blended
with predefined animations or motion capture [ 38], which could be helpful as a narrative element or in
minimizing perceived latency.</p>
        <p>While our data suggests that there were little to no diferences in how participants perceived the
smaller latencies, our limited sample size means that more research is needed to confirm the results.
Furthermore, more work is needed to explore other possible latency-tolerant interaction mechanics for
social VR.</p>
      </sec>
    </sec>
    <sec id="sec-7">
      <title>7. Conclusion</title>
      <p>We have described the design of Duet, a novel two-player collaborative VR dance game/experience.
A key innovation of Duet is its partner movement manipulation, which expands the range of shared
movements and choreographies possible when the players dance in a small physical space, which is the
case for most home VR users. Other defining features include the elastic string that visually connects
the dancers in a latency-tolerant way, the ring that guides the players through choreography, and the
abstract avatar design that makes the movement manipulation visually plausible and hides the limited
motion tracking capabilities of consumer VR.</p>
      <p>We evaluated Duet in a qualitative user study with 11 pairs of participants. The results suggest that
we largely reached our design goals, creating a meditative and enjoyable social VR experience, with
the positional partner movement manipulation eliciting wonder and contributing to an illusion of a
large dance space and freedom of movement. On the other hand, the enforced mirroring feature of the
partner movement manipulation was less successful, eliciting mixed reactions and a feeling of loneliness
in some participants. Compared to Bounden [G4]—our primary inspiration—the lack of real physical
contact between dancers in VR might also make one focus more on the user interface and less on one’s
partner.</p>
      <p>Beyond dancing, we believe that partner movement manipulation can provide a new tool for crafting
social VR games and experiences.</p>
    </sec>
    <sec id="sec-8">
      <title>Acknowledgments</title>
      <p>This work has been supported by the European Commission through the Horizon 2020 FET Proactive
program (grant agreement 101017779).
2For examples of finger tutting, see, e.g., https://www.youtube.com/watch?v=yJwPydpJHyA,https://www.youtube.com/watch?
v=TzmBmpr9y3o
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      <p>Section
Ratings</p>
      <p>Questions
Thanks, that was all for this part. Now, we have another
part about network latency, where you will keep
dancing, we will adjust the latency, and ask you how
noticeable and disturbing different latency settings feel
like.</p>
    </sec>
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