Exploring Bi-Directional Pinpointing Techniques for Cross-Reality Collaboration

Priyanka Pazhayedath, Pedro Belchior, Rafael Prates, Filipe Silveira, D. Lopes, Robbe Cools, Augusto Esteves, A. Simeone
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引用次数: 4

Abstract

Virtual Reality (VR) technology enables users to immerse themselves in artificial worlds. However, it isolates users from the outside world and impedes them from collaborating with other users who might be outside of the VR experience and vice-versa. We implemented two systems where we explore how such an external user in the real world can interact across realities with a user immersed in virtual reality, either locally or remotely, in order to to share pinpoint locations. In the first we investigate three cross-reality techniques for the external user to draw the attention of their VR counterpart on specific objects present in the virtual environment (Voice, Highlight, and Arrow). Participants performed better overall and preferred the Arrow technique, followed by the Highlight technique. In the second system we expand on these two techniques to explore an even starker cross-reality interaction between users in VR and users interacting via a tablet computer to direct each other to pinpoint objects in the scene. We adapted the previous two techniques and implemented two others (Vision cone, Pointing) that support bi-directional communication between users. When it comes to bi-directional pinpointing, VR users still showed preference for the Arrow technique (now described as Pointing in Giant mode), while mobile users were split between the Vision cone and the Highlight techniques.
探索跨现实协作的双向精确定位技术
虚拟现实(VR)技术使用户能够沉浸在人工世界中。然而,它将用户与外部世界隔离开来,阻碍了他们与可能不在VR体验范围内的其他用户进行协作,反之亦然。我们实现了两个系统,在这些系统中,我们探索了现实世界中的外部用户如何与沉浸在虚拟现实中的用户进行跨现实交互,无论是本地还是远程,以共享精确位置。在第一部分中,我们研究了外部用户的三种跨现实技术,以吸引他们的虚拟现实对手对虚拟环境中存在的特定对象的注意(语音,高光和箭头)。参与者总体表现更好,更喜欢箭头技术,其次是亮点技术。在第二个系统中,我们扩展了这两种技术,以探索VR用户和通过平板电脑交互的用户之间更明显的跨现实交互,以指导彼此精确定位场景中的对象。我们调整了前面的两种技术,并实现了另外两种支持用户之间双向通信的技术(Vision cone, Pointing)。当涉及到双向定位时,VR用户仍然表现出对箭头技术的偏好(现在被描述为Giant模式下的指向),而手机用户则在视觉锥和高亮技术之间分裂。
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