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arXiv · Human-Computer Interaction· Carlos Mosquera, Neven Elsayed, Ernst Kruijff, Joseph Newman, Valeriya Lehrbaum, Eduardo Veas·· 8 天前AI 评分40

远程专家在非对称多尺度 MR–VR 协作中如何控制桌面化身注视:VR、Head 与 Touch 三种方案对比

Remote Expert Evaluation of Tabletop Avatar Gaze Control in Asymmetric Multi-Scale MR--VR Collaboration

AI 导读

一项被 VRST 2026 接收的研究为远程专家设计了在缩放桌面 World-in-Miniature 中用实体用户界面(TUI)定位和旋转化身的 MR–VR 非对称协作方案,并比较 VR(全沉浸直接头部控制)、Head(悬浮屏直接头部控制)和 Touch(化身屏触控板控制)三种注视控制组合。

摘要

arXiv:2610.26360v1 Announce Type: new Abstract: This paper proposes an integrated setup for a multi-scale asymmetric collaboration scenario in the context of a remote-expert use case, focusing on the expert side. In this system, the remote expert (with an exocentric view in Mixed Reality (MR)) uses a Tangible User Interface (TUI) to precisely position and rotate their avatar within a scaled tabletop World-in-Miniature (WIM). Inside the WIM, the expert's avatar and the operator share the same scale and egocentric view, while the expert retains a global tabletop overview of the plant to support collaboration. Interviews with industry experts during the participatory design phase revealed the need for an egocentric view inside the plant on the remote-expert side to enable full collaboration. We designed and studied three interaction-visualisation combinations to integrate and control the expert avatar's gaze: VR (fully immersive with direct head control), Head (floating screen with direct head control), and Touch (on-avatar screen with touchpad control). We evaluated these methods with 29 participants across two fault-detection tasks: Same Machine, where both collaborators inspect the same machine, and Twin Machine, where they inspect identical machines in separate locations. The VR condition, which combines immersion, direct head control, and a full-scale view, yielded the strongest overall performance and user experience, while the tabletop avatar setup was well received for collaboration. Our findings inform the design of gaze-control techniques for asymmetric MR-VR collaboration and reveal challenges and opportunities for future work.

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来源:arXiv · Human-Computer Interaction · arxiv.org

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