240 research outputs found

    Analysis domain model for shared virtual environments

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    The field of shared virtual environments, which also encompasses online games and social 3D environments, has a system landscape consisting of multiple solutions that share great functional overlap. However, there is little system interoperability between the different solutions. A shared virtual environment has an associated problem domain that is highly complex raising difficult challenges to the development process, starting with the architectural design of the underlying system. This paper has two main contributions. The first contribution is a broad domain analysis of shared virtual environments, which enables developers to have a better understanding of the whole rather than the part(s). The second contribution is a reference domain model for discussing and describing solutions - the Analysis Domain Model

    Supporting a Closely Coupled Task between a Distributed Team: Using Immersive Virtual Reality Technology

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    Collaboration and teamwork is important in many areas of our lives. People come together to share and discuss ideas, split and distribute work or help and support each other. The sharing of information and artefacts is a central part of collaboration. This often involves the manipulation of shared objects, both sequentially as well as concurrently. For coordinating an efficient collaboration, communication between the team members is necessary. This can happen verbally in form of speech or text and non-verbally through gesturing, pointing, gaze or facial expressions and the referencing and manipulation of shared objects. Collaborative Virtual Environments (CVE) allow remote users to come together and interact with each other and virtual objects within a computer simulated environment. Immersive display interfaces, such as a walk-in display (e.g. CAVE), that place a human physically into the synthetic environment, lend themselves well to support a natural manipulation of objects as well a set of natural non-verbal human communication, as they can both capture and display human movement. Communication of tracking data, however, can saturate the network and result in delay or loss of messages vital to the manipulation of shared objects. This paper investigates the reality of shared object manipulation between remote users collaborating through linked walk-in displays and extends our research in [27]. Various forms of shared interaction are examined through a set of structured sub tasks within a representative construction task. We report on extensive user-trials between three walk-in displays in the UK and Austria linked over the Internet using a CVE, and demonstrate such effects on a naive implementation of a benchmark application, the Gazebo building task. We then present and evaluate application-level workarounds and conclude by suggesting solutions that may be implemented within next-generation CVE infrastructures

    A Longitudinal Study of Small Group Interaction in Social Virtual Reality

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    Now that high-end consumer phones can support immersive virtual reality, we ask whether social virtual reality is a promising medium for supporting distributed groups of users. We undertook an exploratory in-the-wild study using Samsung Gear VR headsets to see how existing social groups that had become geographically dispersed could use VR for collaborative activities. The study showed a strong propensity for users to feel present and engaged with group members. Users were able to bring group behaviors into the virtual world. To overcome some technical limitations, they had to create novel forms of interaction. Overall, the study found that users experience a range of emotional states in VR that are broadly similar to those that they would experience face-to-face in the same groups. The study highlights the transferability of existing social group dynamics in VR interactions but suggests that more work would need to be done on avatar representations to support some intimate conversations

    Towards a Mixed Reality System for Construction Trade Training

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    Enhanced device-based 3D object manipulation technique for handheld mobile augmented reality

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    3D object manipulation is one of the most important tasks for handheld mobile Augmented Reality (AR) towards its practical potential, especially for realworld assembly support. In this context, techniques used to manipulate 3D object is an important research area. Therefore, this study developed an improved device based interaction technique within handheld mobile AR interfaces to solve the large range 3D object rotation problem as well as issues related to 3D object position and orientation deviations in manipulating 3D object. The research firstly enhanced the existing device-based 3D object rotation technique with an innovative control structure that utilizes the handheld mobile device tilting and skewing amplitudes to determine the rotation axes and directions of the 3D object. Whenever the device is tilted or skewed exceeding the threshold values of the amplitudes, the 3D object rotation will start continuously with a pre-defined angular speed per second to prevent over-rotation of the handheld mobile device. This over-rotation is a common occurrence when using the existing technique to perform large-range 3D object rotations. The problem of over-rotation of the handheld mobile device needs to be solved since it causes a 3D object registration error and a 3D object display issue where the 3D object does not appear consistent within the user’s range of view. Secondly, restructuring the existing device-based 3D object manipulation technique was done by separating the degrees of freedom (DOF) of the 3D object translation and rotation to prevent the 3D object position and orientation deviations caused by the DOF integration that utilizes the same control structure for both tasks. Next, an improved device-based interaction technique, with better performance on task completion time for 3D object rotation unilaterally and 3D object manipulation comprehensively within handheld mobile AR interfaces was developed. A pilot test was carried out before other main tests to determine several pre-defined values designed in the control structure of the proposed 3D object rotation technique. A series of 3D object rotation and manipulation tasks was designed and developed as separate experimental tasks to benchmark both the proposed 3D object rotation and manipulation techniques with existing ones on task completion time (s). Two different groups of participants aged 19-24 years old were selected for both experiments, with each group consisting sixteen participants. Each participant had to complete twelve trials, which came to a total 192 trials per experiment for all the participants. Repeated measure analysis was used to analyze the data. The results obtained have statistically proven that the developed 3D object rotation technique markedly outpaced existing technique with significant shorter task completion times of 2.04s shorter on easy tasks and 3.09s shorter on hard tasks after comparing the mean times upon all successful trials. On the other hand, for the failed trials, the 3D object rotation technique was 4.99% more accurate on easy tasks and 1.78% more accurate on hard tasks in comparison to the existing technique. Similar results were also extended to 3D object manipulation tasks with an overall 9.529s significant shorter task completion time of the proposed manipulation technique as compared to the existing technique. Based on the findings, an improved device-based interaction technique has been successfully developed to address the insufficient functionalities of the current technique

    DIVE on the internet

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    This dissertation reports research and development of a platform for Collaborative Virtual Environments (CVEs). It has particularly focused on two major challenges: supporting the rapid development of scalable applications and easing their deployment on the Internet. This work employs a research method based on prototyping and refinement and promotes the use of this method for application development. A number of the solutions herein are in line with other CVE systems. One of the strengths of this work consists in a global approach to the issues raised by CVEs and the recognition that such complex problems are best tackled using a multi-disciplinary approach that understands both user and system requirements. CVE application deployment is aided by an overlay network that is able to complement any IP multicast infrastructure in place. Apart from complementing a weakly deployed worldwide multicast, this infrastructure provides for a certain degree of introspection, remote controlling and visualisation. As such, it forms an important aid in assessing the scalability of running applications. This scalability is further facilitated by specialised object distribution algorithms and an open framework for the implementation of novel partitioning techniques. CVE application development is eased by a scripting language, which enables rapid development and favours experimentation. This scripting language interfaces many aspects of the system and enables the prototyping of distribution-related components as well as user interfaces. It is the key construct of a distributed environment to which components, written in different languages, connect and onto which they operate in a network abstracted manner. The solutions proposed are exemplified and strengthened by three collaborative applications. The Dive room system is a virtual environment modelled after the room metaphor and supporting asynchronous and synchronous cooperative work. WebPath is a companion application to a Web browser that seeks to make the current history of page visits more visible and usable. Finally, the London travel demonstrator supports travellers by providing an environment where they can explore the city, utilise group collaboration facilities, rehearse particular journeys and access tourist information data

    From Personalization to Adaptivity: Creating Immersive Visits through Interactive Digital Storytelling at the Acropolis Museum

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    Storytelling has recently become a popular way to guide museum visitors, replacing traditional exhibit-centric descriptions by story-centric cohesive narrations with references to the exhibits and multimedia content. This work presents the fundamental elements of the CHESS project approach, the goal of which is to provide adaptive, personalized, interactive storytelling for museum visits. We shortly present the CHESS project and its background, we detail the proposed storytelling and user models, we describe the provided functionality and we outline the main tools and mechanisms employed. Finally, we present the preliminary results of a recent evaluation study that are informing several directions for future work

    Virtual reality interfaces for seamless interaction with the physical reality

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    In recent years head-mounted displays (HMDs) for virtual reality (VR) have made the transition from research to consumer product, and are increasingly used for productive purposes such as 3D modeling in the automotive industry and teleconferencing. VR allows users to create and experience real-world like models of products; and enables users to have an immersive social interaction with distant colleagues. These solutions are a promising alternative to physical prototypes and meetings, as they require less investment in time and material. VR uses our visual dominance to deliver these experiences, making users believe that they are in another reality. However, while their mind is present in VR their body is in the physical reality. From the user’s perspective, this brings considerable uncertainty to the interaction. Currently, they are forced to take off their HMD in order to, for example, see who is observing them and to understand whether their physical integrity is at risk. This disrupts their interaction in VR, leading to a loss of presence – a main quality measure for the success of VR experiences. In this thesis, I address this uncertainty by developing interfaces that enable users to stay in VR while supporting their awareness of the physical reality. They maintain this awareness without having to take off the headset – which I refer to as seamless interaction with the physical reality. The overarching research vision that guides this thesis is, therefore, to reduce this disconnect between the virtual and physical reality. My research is motivated by a preliminary exploration of user uncertainty towards using VR in co-located, public places. This exploration revealed three main foci: (a) security and privacy, (b) communication with physical collaborators, and (c) managing presence in both the physical and virtual reality. Each theme represents a section in my dissertation, in which I identify central challenges and give directions towards overcoming them as have emerged from the work presented here. First, I investigate security and privacy in co-located situations by revealing to what extent bystanders are able to observe general tasks. In this context, I explicitly investigate the security considerations of authentication mechanisms. I review how existing authentication mechanisms can be transferred to VR and present novel approaches that are more usable and secure than existing solutions from prior work. Second, to support communication between VR users and physical collaborators, I add to the field design implications for VR interactions that enable observers to choose opportune moments to interrupt HMD users. Moreover, I contribute methods for displaying interruptions in VR and discuss their effect on presence and performance. I also found that different virtual presentations of co-located collaborators have an effect on social presence, performance and trust. Third, I close my thesis by investigating methods to manage presence in both the physical and virtual realities. I propose systems and interfaces for transitioning between them that empower users to decide how much they want to be aware of the other reality. Finally, I discuss the opportunity to systematically allocate senses to these two realities: the visual one for VR and the auditory and haptic one for the physical reality. Moreover, I provide specific design guidelines on how to use these findings to alert VR users about physical borders and obstacles.In den letzten Jahren haben Head-Mounted-Displays (HMDs) fĂŒr virtuelle RealitĂ€t (VR) den Übergang von der Forschung zum Konsumprodukt vollzogen und werden zunehmend fĂŒr produktive Zwecke, wie 3D-Modellierung in der Automobilindustrie oder Telekonferenzen, eingesetzt. VR ermöglicht es den Benutzern, schnell und kostengĂŒnstig, Prototypen zu erstellen und erlaubt eine immersive soziale Interaktion mit entfernten Kollegen. VR nutzt unsere visuelle Dominanz, um diese Erfahrungen zu vermitteln und gibt Benutzern das GefĂŒhl sich in einer anderen RealitĂ€t zu befinden. WĂ€hrend der Nutzer jedoch in der virtuellen RealitĂ€t mental prĂ€sent ist, befindet sich der Körper weiterhin in der physischen RealitĂ€t. Aus der Perspektive des Benutzers bringt dies erhebliche Unsicherheit in die Nutzung von HMDs. Aktuell sind Nutzer gezwungen, ihr HMD abzunehmen, um zu sehen, wer sie beobachtet und zu verstehen, ob ihr körperliches Wohlbefinden gefĂ€hrdet ist. Dadurch wird ihre Interaktion in der VR gestört, was zu einem Verlust der PrĂ€senz fĂŒhrt - ein HauptqualitĂ€tsmaß fĂŒr den Erfolg von VR-Erfahrungen. In dieser Arbeit befasse ich mich mit dieser Unsicherheit, indem ich Schnittstellen entwickle, die es den Nutzern ermöglichen, in VR zu bleiben und gleichzeitig unterstĂŒtzen sie die Wahrnehmung fĂŒr die physische RealitĂ€t. Sie behalten diese Wahrnehmung fĂŒr die physische RealitĂ€t bei, ohne das Headset abnehmen zu mĂŒssen - was ich als nahtlose Interaktion mit der physischen RealitĂ€t bezeichne. Daher ist eine ĂŒbergeordenete Vision von meiner Forschung diese Trennung von virtueller und physicher RealitĂ€t zu reduzieren. Meine Forschung basiert auf einer einleitenden Untersuchung, die sich mit der Unsicherheit der Nutzer gegenĂŒber der Verwendung von VR an öffentlichen, geteilten Orten befasst. Im Kontext meiner Arbeit werden RĂ€ume oder FlĂ€chen, die mit anderen ortsgleichen Menschen geteilt werden, als geteilte Orte bezeichnet. Diese Untersuchung ergab drei Hauptschwerpunkte: (1) Sicherheit und PrivatsphĂ€re, (2) Kommunikation mit physischen Kollaborateuren, und (3) Umgang mit der PrĂ€senz, sowohl in der physischen als auch in der virtuellen RealitĂ€t. Jedes Thema stellt einen Fokus in meiner Dissertation dar, in dem ich zentrale Herausforderungen identifiziere und LösungsansĂ€tze vorstelle. Erstens, untersuche ich Sicherheit und PrivatsphĂ€re an öffentlichen, geteilten Orten, indem ich aufdecke, inwieweit Umstehende in der Lage sind, allgemeine Aufgaben zu beobachten. In diesem Zusammenhang untersuche ich explizit die Gestaltung von Authentifizierungsmechanismen. Ich untersuche, wie bestehende Authentifizierungsmechanismen auf VR ĂŒbertragen werden können, und stelle neue AnsĂ€tze vor, die nutzbar und sicher sind. Zweitens, um die Kommunikation zwischen HMD-Nutzern und Umstehenden zu unterstĂŒtzen, erweitere ich das Forschungsfeld um VR-Interaktionen, die es Beobachtern ermöglichen, gĂŒnstige Momente fĂŒr die Unterbrechung von HMD-Nutzern zu wĂ€hlen. DarĂŒber hinaus steuere ich Methoden zur Darstellung von Unterbrechungen in VR bei und diskutiere ihre Auswirkungen auf PrĂ€senz und Leistung von Nutzern. Meine Arbeit brachte auch hervor, dass verschiedene virtuelle PrĂ€sentationen von ortsgleichen Kollaborateuren einen Effekt auf die soziale PrĂ€senz, Leistung und Vertrauen haben. Drittens, schließe ich meine Dissertation mit der Untersuchung von Methoden zur Verwaltung der PrĂ€senz, sowohl in der physischen als auch in der virtuellen RealitĂ€t ab. Ich schlage Systeme und Schnittstellen fĂŒr den Übergang zwischen den RealitĂ€ten vor, die die Benutzer in die Lage versetzen zu entscheiden, inwieweit sie sich der anderen RealitĂ€t bewusst sein wollen. Schließlich diskutiere ich die Möglichkeit, diesen beiden RealitĂ€ten systematisch Sinne zuzuordnen: die visuelle fĂŒr VR und die auditive und haptische fĂŒr die physische RealitĂ€t. DarĂŒber hinaus stelle ich spezifische Design-Richtlinien zur VerfĂŒgung, wie diese Erkenntnisse genutzt werden können, um VR-Anwender auf physische Grenzen und Hindernisse aufmerksam zu machen
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