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I Am the Robot: Teen Collaboration in an Asymmetric, Virtual Reality Game

Elin A. Björling, Ada Kim, Katelynn Oleson, Patrícia Alves‐Oliveira

Year
2022
Citations
4

Abstract

Virtual reality (VR) offers potential as a collaborative tool for both technology design and human-robot interaction. We utilized a participatory, human-centered design (HCD) methodology to develop a collaborative, asymmetric VR game to explore teens’ perceptions of, and interactions with, social robots. Our paper illustrates three stages of our design process; ideation, prototyping, and usability testing with users. Through these stages we identified important design requirements for our mid-fidelity environment. We then describe findings from our pilot test of the mid-fidelity VR game with teens. Due to the unique asymmetric virtual reality design, we observed successful collaborations, and interesting collaboration styles across teens. This study highlights the potential for asymmetric VR as a collaborative design tool as well as an appropriate medium for successful teen-to-teen collaboration.

Keywords

Human–computer interactionUsabilityVirtual realityComputer scienceParticipatory designGame designEngineering design processPerceptionFidelityIdeation

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