Social Virtual Reality (Social VR) has emerged as an immersive communication medium that supports real-time multi-user interaction across domains such as collaboration, education, and entertainment, enabled by the diffusion of head-mounted displays (H...
Social Virtual Reality (Social VR) has emerged as an immersive communication medium that supports real-time multi-user interaction across domains such as collaboration, education, and entertainment, enabled by the diffusion of head-mounted displays (HMDs) and network advancements. However, its current experiential structure faces significant limitations. These include the physical constraints of HMDs’ field of view (FoV), fragmented external sensory feedback, and oversimplified representation of off-screen user movements, all of which disrupt spatial continuity and diminish users’ sense of presence. Specifically, even in contexts where comprehensive transmission of social signals—such as gestures involving the head, hands, torso, or physical locomotion—is essential, existing interfaces rely heavily on compressed 2D cues like arrows, radars, icons, and spatial audio. These methods lack continuity and granularity. Furthermore, tactile and olfactory channels are rarely integrated due to the burden and constraints of full-body wearable devices, making them impractical in everyday Social VR experiences. Beyond hardware limitations, these challenges point to a perceptual gap rooted in the absence of interface structures that organically link off-FoV space with the user’s physical sensory environment.
This research proposes a multisensory interaction design aimed at enhancing social presence—summarized as co-presence, shared spatiality, and the feeling of being together—by converting user movements outside the FoV (head, hand, torso gestures and spatial transitions) into layered sensory feedback. The study begins by reviewing theoretical foundations of Social VR and social presence, then analyzes encoding characteristics and limitations of existing 2D and 3D visualization techniques for off-FoV objects. Drawing from synesthetic design cases, it reinterprets sensory substitution and attention-guiding principles as a new framework for transforming off-screen social signals.
The research unfolds through three stages of practice-based design exploration. The first stage involved remote interaction environments with video and avatar-based systems, testing spatial lighting, gaze-responsive devices, and particle trails representing off-FoV movement. This revealed the limitations of directly translating painterly perception into interactive settings. In the second stage, the focus narrowed to Social VR, where off-FoV movements were separately encoded via vector-based airflow-inspired particles, directional wind audio, vibrating floor structures, and pebble-based haptic chair feedback. However, this revealed challenges in intuitive expression, information density, and synchronized multisensory continuity. In the third and final stage, these elements were integrated into a unified model, “Sense the Unseen.” This system synchronizes particle-based airflow visuals in VR space with physical stimuli—proximity-triggered vibration and impact sound from the Sound Stool, and scent dispersion through vibration-induced airflow from the Scented Stool. The same user movement is thus mapped simultaneously across vision, audition, touch, and smell.
Sense the Unseen reconstructs off-FoV user activity not as fragmented icons or discrete signals but as a cohesive, cross-sensory experience. It enables users to perceive nuances of intensity, proximity, and direction as a continuous flow, preserving social cues often lost in conventional symbolic representations. This multisensory interface architecture bridges the perceptual fragmentation caused by FoV boundaries, fostering stronger co-presence and shared spatial awareness in Social VR environments.