40,835 research outputs found

    The Effects of Sharing Awareness Cues in Collaborative Mixed Reality

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    Augmented and Virtual Reality provide unique capabilities for Mixed Reality collaboration. This paper explores how different combinations of virtual awareness cues can provide users with valuable information about their collaborator's attention and actions. In a user study (n = 32, 16 pairs), we compared different combinations of three cues: Field-of-View (FoV) frustum, Eye-gaze ray, and Head-gaze ray against a baseline condition showing only virtual representations of each collaborator's head and hands. Through a collaborative object finding and placing task, the results showed that awareness cues significantly improved user performance, usability, and subjective preferences, with the combination of the FoV frustum and the Head-gaze ray being best. This work establishes the feasibility of room-scale MR collaboration and the utility of providing virtual awareness cues

    Comparing visual representations of collaborative map interfaces for immersive virtual environments

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    Virtual reality offers unique benefits to support remote collaboration. However, the way of representing the scenario and interacting within the team can influence the effectiveness of a collaborative task. In this context, this research explores the benefits and limitations of two different visual representations of the collaboration space, shared experience and shared workspace, in the specific case of map-based collaboration. Shared experience aims at reproducing face-to-face collaboration in a realistic way whilst shared workspace translates to the virtual world the functionalities of 2D collaborative spaces. The goal is to understand whether sophisticated interfaces with realistic avatars are necessary, or if simpler solutions might be enough to support efficient collaboration. We performed a user study ( n=24 , 12 pairs) through a collaborative task with two roles in a emergency crisis intervention scenario that typically uses map-based interfaces. Despite that a shared experience scenario might provide a better personal experience to the user in terms of realism, our study provides insights that suggest that a shared workspace could be a more effective way to represent the scenario and improve the collaboration.This work was supported by the Spanish State Research Agency (Agencia Estatal de InvestigaciĂłn - AEI) under Grant Sense2makeSense PID2019-109388GB-I00 and Grant CrossColab PGC2018-101884-B-I100. Madrid Government (Comunidad de Madrid -Spain) under the Multiannual Agreement with UC3M in the line of Excellence of University Professors (EPUC3M17), and in the context of the V PRICIT (Regional Programme of Research and Technological Innovation)

    On Inter-referential Awareness in Collaborative Augmented Reality

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    For successful collaboration to occur, a workspace must support inter-referential awareness - or the ability for one participant to refer to a set of artifacts in the environment, and for that reference to be correctly interpreted by others. While referring to objects in our everyday environment is a straight-forward task, the non-tangible nature of digital artifacts presents us with new interaction challenges. Augmented reality (AR) is inextricably linked to the physical world, and it is natural to believe that the re-integration of physical artifacts into the workspace makes referencing tasks easier; however, we find that these environments combine the referencing challenges from several computing disciplines, which compound across scenarios. This dissertation presents our studies of this form of awareness in collaborative AR environments. It stems from our research in developing mixed reality environments for molecular modeling, where we explored spatial and multi-modal referencing techniques. To encapsulate the myriad of factors found in collaborative AR, we present a generic, theoretical framework and apply it to analyze this domain. Because referencing is a very human-centric activity, we present the results of an exploratory study which examines the behaviors of participants and how they generate references to physical and virtual content in co-located and remote scenarios; we found that participants refer to content using physical and virtual techniques, and that shared video is highly effective in disambiguating references in remote environments. By implementing user feedback from this study, a follow-up study explores how the environment can passively support referencing, where we discovered the role that virtual referencing plays during collaboration. A third study was conducted in order to better understand the effectiveness of giving and interpreting references using a virtual pointer; the results suggest the need for participants to be parallel with the arrow vector (strengthening the argument for shared viewpoints), as well as the importance of shadows in non-stereoscopic environments. Our contributions include a framework for analyzing the domain of inter-referential awareness, the development of novel referencing techniques, the presentation and analysis of our findings from multiple user studies, and a set of guidelines to help designers support this form of awareness

    Human-Human Collaboration in Virtual Teams

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    Extended and networked enterprises distribute the design of products, planning of the production process, and manufacturing regionally if not globally. Employees are therefore confronted with collaborative work over remote sites. A cost effective collaboration depends highly on the organization maintaining a common understanding for this kind of work and a suitable support with information and communication technology. The usual face to face work is going to be replaced at least partly if not totally by computer mediated collaboration. Creating and maintaining virtual teams is a challenge to work conditions as well as technology. New developments on cost-effective connections are providing not only vision and auditory perception but also haptic perception. Research results for improving remote collaboration are presented. Individual, social and cultural aspects are considered as new requirements on the employees of networked and extended enterprises.working teams; networks; production process; collaborative work; virtual teams; ICT

    MAGIC: Manipulating Avatars and Gestures to Improve Remote Collaboration

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    Remote collaborative work has become pervasive in many settings, from engineering to medical professions. Users are immersed in virtual environments and communicate through life-sized avatars that enable face-to-face collaboration. Within this context, users often collaboratively view and interact with virtual 3D models, for example, to assist in designing new devices such as customized prosthetics, vehicles, or buildings. However, discussing shared 3D content face-to-face has various challenges, such as ambiguities, occlusions, and different viewpoints that all decrease mutual awareness, leading to decreased task performance and increased errors. To address this challenge, we introduce MAGIC, a novel approach for understanding pointing gestures in a face-to-face shared 3D space, improving mutual understanding and awareness. Our approach distorts the remote user\'s gestures to correctly reflect them in the local user\'s reference space when face-to-face. We introduce a novel metric called pointing agreement to measure what two users perceive in common when using pointing gestures in a shared 3D space. Results from a user study suggest that MAGIC significantly improves pointing agreement in face-to-face collaboration settings, improving co-presence and awareness of interactions performed in the shared space. We believe that MAGIC improves remote collaboration by enabling simpler communication mechanisms and better mutual awareness.Comment: Presented at IEEE VR 202

    Global Teamwork: A Study of Design Learning in Collaborative Virtual Environments

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    With the recent developments in communication and information technologies, using Collaborative Virtual Environments (CVEs) in design activity has experienced a remarkable increase. In this paper we present a collaborative learning activity between the University of Sydney (USYD), and the Istanbul Technical University (ITU). This paper shares our teaching experience and discusses the principles of collaborative design learning in virtual environments. Followed by a study on students’ perception on the courses and collaborative learning in both universities, this paper also suggests future refinements on the course structure and the main areas of collaborative design learning. Keywords: Collaborative Design; Collaborative Virtual Environments; Design Teaching And Learning</p

    Forming Digital Workspace: Current State and Applications of Extended Reality in Virtual Teams

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    Extended reality (XR) has been widely applied as an umbrella term encompassing virtual reality, augmented reality, and mixed reality. Despite extensive research on XR applications in various contexts, little attention has been drawn to its utilization in work scenarios, particularly in virtual teams. This study is a systematic literature review of virtual teams utilizing XR in the digital workspace, incorporating related articles from four scientific databases over the past decade. The review focuses on two aspects: the current state of XR implementation in virtual teams and how technology addresses the digital collaborative process. Findings highlight team types, application areas, collaboration modes, and key actions associated with XR usage. A theoretical gap is revealed, as previous studies focus on either the technological aspects of XR or its outcomes. Additionally, this study proposes a model to illustrate how XR technologies empower virtual teams, providing valuable insight for organizations regarding its potential usage
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