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Julia Schorlemmer

Publications and source records attributed to Julia Schorlemmer.

7 recordsLinked to original sources

The Impact of Spatial Misalignment and Time Delay on Collaborative Presence in Augmented Reality

Precise temporal and spatial alignment is critical in collaborative Augmented Reality (AR) where users rely on shared visual information to coordinate actions. System latency and object misalignment can disrupt communication, reduce task efficiency, and negatively impact the overall user experience. While previous research has primarily focused on individual AR interactions, the impact of these inconsistencies on collaboration remains underexplored. This article investigates how user experience and task load are affected by object misalignment and time delay in a shared AR space. To examine these factors, we conducted an experiment with 32 participants, organized into 16 pairs, who collaboratively completed a spatial placement task. Within each condition, both participants alternated roles, taking turns as the leader-providing verbal placement instructions-and the builder-executing the placement. Six conditions were tested, manipulating object alignment (perfectly aligned vs. randomly misaligned) and time delay (0s, 0.1s, 0.4s). The misalignment was applied randomly to each virtual object with a shift of +-20 cm on every axis to create a clear distinction in spatial perception. User experience and task load were assessed to evaluate how these factors influence collaboration and interaction in AR environments. Results showed that spatial misalignment significantly increased perceived workload (NASA-TLX) and lowered user ratings in Pragmatic quality and Attractiveness (UEQ), while time delay had a more limited effect. These findings highlight the critical role of spatial accuracy in maintaining collaboration quality in AR.

cs.HC

Avatar Appearance Beyond Pixels -- User Ratings and Avatar Preferences within Health Applications

The appearance of a virtual avatar significantly influences its perceived appropriateness and the user's experience, particularly in healthcare applications. This study analyzed interactions with six avatars of varying characteristics in a patient-reported outcome measures (PROMs) application to investigate correlations between avatar ratings and user preferences. Forty-seven participants completed a healthcare survey involving 30 PROMIS items (Global Health and Physical Function) and then rated the avatars on warmth, competence, attractiveness, and human-likeness, as well as their willingness to share personal data. The results showed that competence was the most critical factor in avatar selection, while human-likeness had minimal impact on health data disclosure. Gender did not significantly affect the ratings, but clothing style played a key role, with male avatars in professional attire rated higher in competence due to gender-stereotypical expectations. In contrast, professional female avatars were rated lower in warmth and attractiveness. These findings underline the importance of thoughtful avatar design in healthcare applications to enhance user experience and engagement.

cs.HC

Comparing User Behavior in Real vs. Virtual Supermarket Shelves: An Eye-Tracking Study Using Tobii 3 Pro and Meta Quest Pro

This study compares user behavior between real and virtual supermarket shelves using eye tracking technology to assess behavior in both environments. A sample of 29 participants was randomly assigned to two conditions: a real world supermarket shelf with Tobii eye tracking and a virtual shelf using the Meta Quest Pro eye tracker. In both scenarios, participants were asked to select three packs of cereals belonging to specific categories, healthy or tasty. The aim was to explore whether virtual environments could realistically replicate real world experiences, particularly regarding consumer behavior. By analyzing eye tracking data, the study examined how attention and product selection strategies varied between real and virtual conditions. Results showed that participants' attention differed across product types and shopping environments. Consumers focused more on lower shelves in real settings, especially when looking for healthy products. In VR, attention shifted to eye level shelves, particularly for tasty items, aligning with optimal product placement strategies in supermarkets. Overall, sweet products received less visual attention across both settings.

cs.HC

Sales Skills Training in Virtual Reality: An evaluation utilizing CAVE and Virtual Avatars

This study investigates the potential of virtual reality (VR) for enhancing sales skills training using a Cave Automatic Virtual Environment (CAVE). VR technology enables users to practice interpersonal and negotiation skills in controlled, immersive environments that mimic real-world scenarios. In this study, participants engaged in sales simulations set in a virtual dealership, interacting with avatars in different work settings and with various communication styles. The research employed a within-subjects experimental design involving 20 university students. Each participant experienced four distinct sales scenarios randomized for environmental and customer conditions. Training effectiveness was assessed using validated metrics alongside custom experience questions. Findings revealed consistent user experience and presence across all scenarios, with no significant differences detected based on communication styles or environmental conditions. The study highlights the advantages of semi-immersive VR systems for collaborative learning, peer feedback, and realistic training environments. However, further research is recommended to refine VR designs, improve engagement, and maximize skills transfer to real-world applications.

cs.HC

Exploring the Effects of Different Asymmetric Game Designs on User Experience in Collaborative Virtual Reality

The risk of isolation in virtual reality (VR) stems from the immersive nature of the technology. VR can transport users to entirely virtual environments, often disconnecting them from the physical world and real-life interactions. Asymmetric multiplayer options have been explored to address this issue and encourage social interaction by requiring players to communicate and collaborate to achieve common objectives. Nevertheless, research on implementing these designs and their effects is limited, mainly due to the novelty of multiplayer VR gaming. This article investigates how different game design approaches affect the player experience during an asymmetric multiplayer VR game. Four versions of a VR experience were created and tested in a study involving 74 participants. Each version differs in terms of the sharing of virtual environments (shared vs separated) and the players' dependency on the experience (mutual vs unidirectional). The results showed that variations in game design influenced aspects of the player experience, such as system usability, pragmatic UX quality, immersion control, and intrinsic motivation. Notably, the player roles and the co-presence in the virtual environment did not simultaneously impact these aspects, suggesting that the degree to which players depend on each other changes the player experience.

cs.HC

Comparing Pass-Through Quality of Mixed Reality Devices: A User Experience Study During Real-World Tasks

In extended reality, pass-through enables users to view their real-world surroundings via cameras on the headset, displaying live video inside the device. This study compared the pass-through quality of three devices: Apple Vision Pro, Meta Quest 3, and Varjo XR3. Thirtyone participants performed two tasks, reading a text and solving a puzzle, while using each headset with the pass-through feature activated. Participants then rated their experiences, focusing on workload and cybersickness. Results showed that the Apple Vision Pro outperformed the Meta Quest 3 and Varjo XR3, receiving the highest ratings for pass-through quality.

cs.HC

Hands vs. Controllers: Comparing User Interactions in Virtual Reality Shopping Environments

Virtual reality enables users to experience real-life situations in immersive environments. Interaction methods significantly shape user experience, particularly in high fidelity simulations mimicking real world tasks. This study evaluates two primary VR interaction techniques, hand based and controller based, through virtual shopping tasks in a simulated supermarket with 40 participants. Hand-based interaction was preferred for its natural, immersive qualities and alignment with real-world gestures but faced usability challenges, including limited haptic feedback and grasping inefficiencies. In contrast, controller-based interaction offered greater precision and reliability, making it more suitable for tasks requiring fine motor skills.

cs.HC