Visual Guidance for User Placement in Avatar-Mediated Telepresence between Dissimilar Spaces
Dongseok Yang, Jiho Kang, Taehei Kim, Sung-Hee Lee
TL;DR
This work addresses the challenge of preserving a local user’s interaction context (gaze and pointing) in avatar-mediated telepresence across dissimilar spaces. It defines an angle-based interaction feature and a Gaussian similarity measure to score how well local placements can be mirrored by remote avatar placements, selecting an Optimal Corresponding Placement via a cost-based optimization. Visual guidance is provided through color-coded 2D sectors and overlays of remote-space models, with validation in VR and MR experiments showing that the scores align with user perception and that the guidance improves placement decisions. The approach offers a practical method for enhancing bidirectional MR telepresence in real-world scenarios where local and remote spaces differ in layout and furniture.
Abstract
Rapid advances in technology gradually realize immersive mixed-reality (MR) telepresence between distant spaces. This paper presents a novel visual guidance system for avatar-mediated telepresence, directing users to optimal placements that facilitate the clear transfer of gaze and pointing contexts through remote avatars in dissimilar spaces, where the spatial relationship between the remote avatar and the interaction targets may differ from that of the local user. Representing the spatial relationship between the user/avatar and interaction targets with angle-based interaction features, we assign recommendation scores of sampled local placements as their maximum feature similarity with remote placements. These scores are visualized as color-coded 2D sectors to inform the users of better placements for interaction with selected targets. In addition, virtual objects of the remote space are overlapped with the local space for the user to better understand the recommendations. We examine whether the proposed score measure agrees with the actual user perception of the partner's interaction context and find a score threshold for recommendation through user experiments in virtual reality (VR). A subsequent user study in VR investigates the effectiveness and perceptual overload of different combinations of visualizations. Finally, we conduct a user study in an MR telepresence scenario to evaluate the effectiveness of our method in real-world applications.
