# Extending 3-DoF Metrics to Model User Behaviour Similarity in 6-DoF Immersive Applications

arXiv: https://arxiv.org/abs/2112.09402 · HTML: https://mlsanity.com/paper/2112.09402/

## Key facts

- Cited by 1 papers in the map (data through 14 Oct 2026).
- First posted on arXiv 17 Dec 2021.

## Built on by (most cited first, 1 of 1)

- [Fostering Inclusion: A Virtual Reality Experience to Raise Awareness of Dyslexia-Related Barriers in University Settings](https://mlsanity.com/paper/2502.15039/) (2025)

## Abstract (arXiv)

Immersive reality technologies, such as Virtual and Augmented Reality, have ushered a new era of user-centric systems, in which every aspect of the coding--delivery--rendering chain is tailored to the interaction of the users. Understanding the actual interactivity and behaviour of the users is still an open challenge and a key step to enabling such a user-centric system. Our main goal is to extend the applicability of existing behavioural methodologies for studying user navigation in the case of 6 Degree-of-Freedom (DoF). Specifically, we first compare the navigation in 6-DoF with its 3-DoF counterpart highlighting the main differences and novelties. Then, we define new metrics aimed at better modelling behavioural similarities between users in a 6-DoF system. We validate and test our solutions on real navigation paths of users interacting with dynamic volumetric media in 6-DoF Virtual Reality conditions. Our results show that metrics that consider both user position and viewing direction better perform in detecting user similarity while navigating in a 6-DoF system. Having easy-to-use but robust metrics that underpin multiple tools and answer the question ``how do we detect if two users look at the same content?" open the gate to new solutions for a user-centric system.
