On the Multimodal Resolution of a Search Sequence in Virtual Reality

In virtual reality (VR), participants may not always have hands, bodies, eyes, or even voices—using VR helmets and two controllers, participants control an avatar through virtual worlds that do not necessarily obey familiar laws of physics; moreover, the avatar’s bodily characteristics may not neatl...

Full description

Saved in:
Bibliographic Details
Main Author: Nils Klowait
Format: Article
Language:English
Published: Wiley 2023-01-01
Series:Human Behavior and Emerging Technologies
Online Access:http://dx.doi.org/10.1155/2023/8417012
Tags: Add Tag
No Tags, Be the first to tag this record!
_version_ 1832547892455276544
author Nils Klowait
author_facet Nils Klowait
author_sort Nils Klowait
collection DOAJ
description In virtual reality (VR), participants may not always have hands, bodies, eyes, or even voices—using VR helmets and two controllers, participants control an avatar through virtual worlds that do not necessarily obey familiar laws of physics; moreover, the avatar’s bodily characteristics may not neatly match our bodies in the physical world. Despite these limitations and specificities, humans get things done through collaboration and the creative use of the environment. While multiuser interactive VR is attracting greater numbers of participants, there are currently few attempts to analyze the in situ interaction systematically. This paper proposes a video-analytic detail-oriented methodological framework for studying virtual reality interaction. Using multimodal conversation analysis, the paper investigates a nonverbal, embodied, two-person interaction: two players in a survival game strive to gesturally resolve a misunderstanding regarding an in-game mechanic—however, both of their microphones are turned off for the duration of play. The players’ inability to resort to complex language to resolve this issue results in a dense sequence of back-and-forth activity involving gestures, object manipulation, gaze, and body work. Most crucially, timing and modified repetitions of previously produced actions turn out to be the key to overcome both technical and communicative challenges. The paper analyzes these action sequences, demonstrates how they generate intended outcomes, and proposes a vocabulary to speak about these types of interaction more generally. The findings demonstrate the viability of multimodal analysis of VR interaction, shed light on unique challenges of analyzing interaction in virtual reality, and generate broader methodological insights about the study of nonverbal action.
format Article
id doaj-art-050fa3ba8fb246399481b8a829d30156
institution Kabale University
issn 2578-1863
language English
publishDate 2023-01-01
publisher Wiley
record_format Article
series Human Behavior and Emerging Technologies
spelling doaj-art-050fa3ba8fb246399481b8a829d301562025-02-03T06:42:52ZengWileyHuman Behavior and Emerging Technologies2578-18632023-01-01202310.1155/2023/8417012On the Multimodal Resolution of a Search Sequence in Virtual RealityNils Klowait0Faculty of Mechanical EngineeringIn virtual reality (VR), participants may not always have hands, bodies, eyes, or even voices—using VR helmets and two controllers, participants control an avatar through virtual worlds that do not necessarily obey familiar laws of physics; moreover, the avatar’s bodily characteristics may not neatly match our bodies in the physical world. Despite these limitations and specificities, humans get things done through collaboration and the creative use of the environment. While multiuser interactive VR is attracting greater numbers of participants, there are currently few attempts to analyze the in situ interaction systematically. This paper proposes a video-analytic detail-oriented methodological framework for studying virtual reality interaction. Using multimodal conversation analysis, the paper investigates a nonverbal, embodied, two-person interaction: two players in a survival game strive to gesturally resolve a misunderstanding regarding an in-game mechanic—however, both of their microphones are turned off for the duration of play. The players’ inability to resort to complex language to resolve this issue results in a dense sequence of back-and-forth activity involving gestures, object manipulation, gaze, and body work. Most crucially, timing and modified repetitions of previously produced actions turn out to be the key to overcome both technical and communicative challenges. The paper analyzes these action sequences, demonstrates how they generate intended outcomes, and proposes a vocabulary to speak about these types of interaction more generally. The findings demonstrate the viability of multimodal analysis of VR interaction, shed light on unique challenges of analyzing interaction in virtual reality, and generate broader methodological insights about the study of nonverbal action.http://dx.doi.org/10.1155/2023/8417012
spellingShingle Nils Klowait
On the Multimodal Resolution of a Search Sequence in Virtual Reality
Human Behavior and Emerging Technologies
title On the Multimodal Resolution of a Search Sequence in Virtual Reality
title_full On the Multimodal Resolution of a Search Sequence in Virtual Reality
title_fullStr On the Multimodal Resolution of a Search Sequence in Virtual Reality
title_full_unstemmed On the Multimodal Resolution of a Search Sequence in Virtual Reality
title_short On the Multimodal Resolution of a Search Sequence in Virtual Reality
title_sort on the multimodal resolution of a search sequence in virtual reality
url http://dx.doi.org/10.1155/2023/8417012
work_keys_str_mv AT nilsklowait onthemultimodalresolutionofasearchsequenceinvirtualreality