Two user studies on creation and evaluation of use scenarios for mixed reality communication

  • Authors:
  • Katja Suhonen;Kaisa Väänänen-Vainio-Mattila;Martin Schrader;Monika Pölönen;Marja Salmimaa;Pasi Saarikko

  • Affiliations:
  • Tampere University of Technology, Tampere, Finland;Tampere University of Technology, Tampere, Finland;Nokia Research Center Tampere, Tampere, Finland;Nokia Research Center Tampere, Tampere, Finland;Nokia Research Center Tampere, Tampere, Finland;Nokia Research Center Tampere, Tampere, Finland

  • Venue:
  • Proceedings of the International Working Conference on Advanced Visual Interfaces
  • Year:
  • 2012

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Abstract

Mixed reality (MR) technologies and applications, including interpersonal communication, are rapidly evolving. Despite its promise, peoples' actual needs concerning the advanced uses of MR are less studied. To address this knowledge gap, we conducted two focus group user studies in which we explored people's perceptions, expectations, and ideas concerning remote interpersonal MR communication and collaboration. In the first study we examined people's perceptions of MR and the study participants collaboratively created 21 scenarios for MR communication. For the second study, the most promising of these scenarios were selected and refined to develop three different types of scenarios one with emotional content, one emphasizing entertainment and one focused on work-related situations. The scenarios were evaluated by the participants of the second study in the context of a specific MR communication system that uses near-eye displays. The results indicate that the expected advantages of MR in communication are its efficiency, richness and the increased feeling of presence over distance. However, concerns were raised about the technical reliability, usability and accessibility of advanced MR applications. Work and entertainment use contexts were preferred over emotional communication. Maintaining close emotional relationships was perceived to require real physical presence and interaction instead of being technology-mediated.