Examining the Effects of Immersive and Non-Immersive Presenter Modalities on Engagement and Social Interaction in Co-located Augmented Presentations
Matt Gottsacker, Mengyu Chen, David Saffo, Feiyu Lu, Benjamin Lee, Blair MacIntyre
TL;DR
This study investigates how symmetric (head-worn AR for both presenter and audience) versus asymmetric (tablet presenter) modalities affect engagement, group awareness, and social interaction in co-located augmented presentations, always with AR for the audience. A prototype system enabling 2D/3D content in AR is evaluated in a mixed within-/between-subject study involving $n=12$ dyads, yielding four qualitative themes and practical design guidelines. Findings indicate both modalities bring benefits: symmetric setups enhance shared context and group awareness, while asymmetric setups can improve social cues and eye contact, albeit potentially reducing common ground. The work contributes design guidelines for immersive presentation systems, addresses referential awareness, and outlines future work to improve accessibility, scalability, and social presence in mixed-reality presentations.
Abstract
Head-worn augmented reality (AR) allows audiences to be immersed and engaged in stories told by live presenters. While presenters may also be in AR to have the same level of immersion and awareness as their audience, this symmetric presentation style may diminish important social cues such as eye contact. In this work, we examine the effects this (a)symmetry has on engagement, group awareness, and social interaction in co-located one-on-one augmented presentations. We developed a presentation system incorporating 2D/3D content that audiences can view and interact with in AR, with presenters controlling and delivering the presentation in either a symmetric style in AR, or an asymmetric style with a handheld tablet. We conducted a within- and between-subjects evaluation with 12 participant pairs to examine the differences between these symmetric and asymmetric presentation modalities. From our findings, we extracted four themes and derived strategies and guidelines for designers interested in augmented presentations.
