Asymmetric Interface: User Interface of Asymmetric Virtual Reality for New Presence and Experience

This study proposes an asymmetric interface that can provide head-mounted display (HMD) and non-HMD users with improved presence and an experience consistent with the user’s environment in an asymmetric virtual reality. For the proposed asymmetric interface, a controller-based hand interfa...

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Main Authors: Kisung Jeong, Jinmo Kim, Mingyu Kim, Jiwon Lee, Chanhun Kim
Format: Article
Language:English
Published: MDPI AG 2019-12-01
Series:Symmetry
Subjects:
Online Access:https://www.mdpi.com/2073-8994/12/1/53
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spelling doaj-8b560e511d284b56b614af47aac83c8c2020-11-25T02:36:53ZengMDPI AGSymmetry2073-89942019-12-011215310.3390/sym12010053sym12010053Asymmetric Interface: User Interface of Asymmetric Virtual Reality for New Presence and ExperienceKisung Jeong0Jinmo Kim1Mingyu Kim2Jiwon Lee3Chanhun Kim4Program in Visual Information Processing, Korea University, Seoul 02841, KoreaDivision of Computer Engineering, Hansung University, Seoul 02876, KoreaProgram in Visual Information Processing, Korea University, Seoul 02841, KoreaGraduate School of Culture Technology, KAIST, Daejeon 34141, KoreaDepartment of Computer Science and Engineering, Korea University, Seoul 02841, KoreaThis study proposes an asymmetric interface that can provide head-mounted display (HMD) and non-HMD users with improved presence and an experience consistent with the user’s environment in an asymmetric virtual reality. For the proposed asymmetric interface, a controller-based hand interface is designed for portability, easy and convenient use, and high immersion. Subsequently, a three-step decision-making structure that supports accurate and efficient decision-making is defined based on the asymmetric experience structure of each user (HMD and non-HMD). Based on this process, an optimal interface that distinguishes between HMD (direct interaction) and non-HMD users (multi-viewpoint interaction) is implemented. With the objective of surveying and analyzing each user’s experience along with the presence provided by the proposed interface, an asymmetric virtual reality application is developed directly, and an experiment is conducted with the participants. Finally, it is statistically analyzed and verified that the use of the proposed asymmetric interface can provide optimal presence and user-optimized experience to both HMD and non-HMD users.https://www.mdpi.com/2073-8994/12/1/53asymmetric virtual realityimmersive virtual realityimmersive interactionuser interfacepresence
collection DOAJ
language English
format Article
sources DOAJ
author Kisung Jeong
Jinmo Kim
Mingyu Kim
Jiwon Lee
Chanhun Kim
spellingShingle Kisung Jeong
Jinmo Kim
Mingyu Kim
Jiwon Lee
Chanhun Kim
Asymmetric Interface: User Interface of Asymmetric Virtual Reality for New Presence and Experience
Symmetry
asymmetric virtual reality
immersive virtual reality
immersive interaction
user interface
presence
author_facet Kisung Jeong
Jinmo Kim
Mingyu Kim
Jiwon Lee
Chanhun Kim
author_sort Kisung Jeong
title Asymmetric Interface: User Interface of Asymmetric Virtual Reality for New Presence and Experience
title_short Asymmetric Interface: User Interface of Asymmetric Virtual Reality for New Presence and Experience
title_full Asymmetric Interface: User Interface of Asymmetric Virtual Reality for New Presence and Experience
title_fullStr Asymmetric Interface: User Interface of Asymmetric Virtual Reality for New Presence and Experience
title_full_unstemmed Asymmetric Interface: User Interface of Asymmetric Virtual Reality for New Presence and Experience
title_sort asymmetric interface: user interface of asymmetric virtual reality for new presence and experience
publisher MDPI AG
series Symmetry
issn 2073-8994
publishDate 2019-12-01
description This study proposes an asymmetric interface that can provide head-mounted display (HMD) and non-HMD users with improved presence and an experience consistent with the user’s environment in an asymmetric virtual reality. For the proposed asymmetric interface, a controller-based hand interface is designed for portability, easy and convenient use, and high immersion. Subsequently, a three-step decision-making structure that supports accurate and efficient decision-making is defined based on the asymmetric experience structure of each user (HMD and non-HMD). Based on this process, an optimal interface that distinguishes between HMD (direct interaction) and non-HMD users (multi-viewpoint interaction) is implemented. With the objective of surveying and analyzing each user’s experience along with the presence provided by the proposed interface, an asymmetric virtual reality application is developed directly, and an experiment is conducted with the participants. Finally, it is statistically analyzed and verified that the use of the proposed asymmetric interface can provide optimal presence and user-optimized experience to both HMD and non-HMD users.
topic asymmetric virtual reality
immersive virtual reality
immersive interaction
user interface
presence
url https://www.mdpi.com/2073-8994/12/1/53
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AT mingyukim asymmetricinterfaceuserinterfaceofasymmetricvirtualrealityfornewpresenceandexperience
AT jiwonlee asymmetricinterfaceuserinterfaceofasymmetricvirtualrealityfornewpresenceandexperience
AT chanhunkim asymmetricinterfaceuserinterfaceofasymmetricvirtualrealityfornewpresenceandexperience
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