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dc.contributor.authorWong, Emily
dc.date.accessioned2026-03-30T03:02:59Z
dc.date.available2026-03-30T03:02:59Z
dc.date.issued2026en
dc.identifier.urihttps://hdl.handle.net/2123/35049
dc.description.abstractBlended realities–an emerging subset of mixed reality (MR) systems–enable embodied, non-verbal interaction across physically distributed environments by deliberately integrating physical and digital spaces to support co-presence and shared activity. However, differences in spatial layout and sociocultural norms can introduce perceptual distortions that lead to miscommunication. While prior work focuses on reducing spatial discrepancies, it often overlooks place-making and how people use space to construct roles and expectations. To examine spatial and sociocultural dimensions together, I introduce a taxonomy of three interaction transmission modes: (1) transcription, where actions are relayed without modification; (2) transformation, where spatial mappings are adjusted to align disparate environments; and (3) translation, where actions are adapted to preserve sociocultural norms. However, blended realities lacks a unifying language to compare how systems manage spatial differences. To address this gap, I present the Spatial Heterogeneity Framework, which characterises how systems support blended proxemics and where design interventions become necessary. Finally, through a qualitative study with 20 participants, I examine how people prioritise spatial accuracy and adhering to sociocultural norms. This thesis makes three contributions: (1) the Spatial Heterogeneity Framework, which explains how increasing spatial dissimilarity reduces embodied actions afforded “for free” and raises the likelihood of perceptual distortions; (2) an extension of Expectancy Violations Theory to explain how people evaluate trade-offs between spatial accuracy and sociocultural expectations; and (3) an ethical analysis of adapting embodied actions, highlighting tensions between transparency and cognitive load. Together, these contributions lay a theoretical foundation for context-aware blended realities.en
dc.language.isoenen
dc.subjectHuman-Computer Interactionen
dc.subjectaugmented realityen
dc.subjectmixed realityen
dc.subjectblended realitiesen
dc.subjectcollaborationen
dc.subjectspace and placeen
dc.titleBlending Embodied Interactions Across Heterogeneous Contextsen
dc.typeThesis
dc.type.thesisMasters by Researchen
dc.rights.otherThe author retains copyright of this thesis. It may only be used for the purposes of research and study. It must not be used for any other purposes and may not be transmitted or shared with others without prior permission.en
usyd.facultySeS faculties schools::Faculty of Engineering::School of Computer Scienceen
usyd.degreeMaster of Philosophy M.Philen
usyd.awardinginstThe University of Sydneyen
usyd.advisorVelloso, Eduardo
usyd.include.pubNoen


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