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© 1997 Copyright on this material is held by the authors.
Consequently, such systems as MASSIVE and Interspace have begun to be reported[1,2]. In these systems, "Virtual Self" icons representing the respective users are set up in an electronic virtual space. By operating their icons with mice, etc., users can communicate directly with each other within the same virtual space.
But the reality of direct communication is greatly different from actual direct communication because it is icons, not the users themselves, that are located in the same space. In our video-mediated communication system "HyperMirror", users communicate with each other through a virtual mirror in which all users are reflected, to allow them to feel as if they are all present in a single room. Such a communication environment is expected to eliminate mental the barriers for natural communication. Another feature of the system is that the users are required only to stand in front of the system. It is not necessary to wear or operate any equipment.
However, problems remain. If someone is reflected as being nearby in an ordinary mirror, it is certain that the person is nearby in actual space. This sometimes doesn't apply in "HyperMirror". Therefore, the user must direct the eyes toward the HyperMirror image of the target of conversation because the target person may not be nearby. In addition, more than one person can occupy the same position in HyperMirror. This is physically impossible with an ordinary mirror for real space.
Through experiments participated in by users, we tried to clarify what problems would be caused by these differences in using our video-mediated communication system.
Regarding for performances 1 and 2, all participants replied that it was more natural to talk toward the screen and that mental disorientation disappeared quickly in two or three minutes, although it was observed that participants tended to direct their bodies toward real space.
All participants felt that the persons displayed on the screen were present in the same room, except for themselves. The reality of existence was raised when participants moved around and their motions were immediately reproduced on the screen. But reality deteriorated remarkably when they succeeded at shaking hands (Performance 3) and when remote persons passed through themselves (Performance 8). In addition, some participants replied that the reality of existence deteriorated when vacant real space intruded into the field of vision, even though the screen displayed the position as having a person.
Specifically, participants replied that the reality of existence was raised when a person was approaching, when a person was displayed behind themselves, when persons responded with corresponding actions (nodding, etc.), when substantial conversation continued and when another person passed behind themselves during conversation.
To Question 4, all participants replied that the reality of existence was no different regardless of whether the other persons were present in the room or not.
As a means to enhance the reality of existence, participants suggest displaying common objects of operation, and locating an identical desk and accessories in the same position at each site.
Both himself and other participants are expressed two-dimensionally on equal terms. Perceiving himself displayed as a two-dimensional image helps in reverse mapping of another person from the screen image to a three-dimensional entity.
When a user talks to another person on the screen, the target person can perceive the glance in the same manner as in direct conversation because the glance is directed to himself on the screen. However, his eyes on the screen are directed toward the user in real space and therefore he tends to direct his eyes to the user's real position but this is not possible without losing the screen from his field of view. This can explain why many participants showed a tendency to direct their bodies toward the persons who talked to them.
Meanwhile, the reality of existence deteriorates when information inconsistent with real space is perceived, i.e. when a vacant space is recognized although the space is displayed as having a person, and when no tactile stimulus is perceived although contact is expressed on the screen.
Conversely, information not inconsistent with the screen may lead to raising the reality of existence. For example, when a person is moving behind you, the reality of existence rises, as many participants replied, because the user cannot perceive this movement in real space.
Our communication system can reduce situations with inconsistency, such as movement through a person, by locating identical entities in the same positions at the respective sites. These entities may also be effective in realizing the sharing of tactile stimuli.
2..S.Sugawara,et al.(1994) InterSpace: Networked Virtual World for Visual Communication,IEICE transactions on Information and Systems,E77-D(12),1344-1349
Table 1. Performances
1.One person gives a greeting to another person on the screen.
2.The person gives a greeting to the position where the target person ought to be present.
3.The person shakes hands while viewing the screen.
4.A third person enters the screen and passes behind the two persons.
5.The third person joins in the conversation and the three exchange greetings.
6.A fourth person (at another site) enters the screen and walks around the three persons.
7.The fourth person walks toward the three from behind.
8.The fourth person passes through the actually remote two persons.
9.The four persons exchange greetings.
10.A fifth person enters the screen and the five exchange greetings.
Table 2. Questions (Including those specific to particular
Q1. What was it natural to face when talking?
Q2. Was it unnatural to talk to persons displayed on the screen?
Q3. Did you feel that the persons displayed on the screen were present in the room?.
Q4. Did the reality of existence differ depending on whether the persons were present in the room or not?
Q5. When did the reality of existence deteriorate?
Q6. When did the reality of existence rise?
Q7. What improvements are needed to raise the reality of existence?
Q8. Have you ever experienced a communication system where user icons are located in virtual space?
Q9. Other comments, etc.
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