Yusuke Kikuchi, Ryoto Kato, Vibol Yem, Y. Nagai, Y. Ikei
{"title":"用于远程协作的移动跨现实(XR)空间","authors":"Yusuke Kikuchi, Ryoto Kato, Vibol Yem, Y. Nagai, Y. Ikei","doi":"10.54941/ahfe1002057","DOIUrl":null,"url":null,"abstract":"In this study, we propose an XR (cross reality) dialogue system that transmits an omnidirectional stereoscopic moving viewpoint image of a remote real space and presents it to a local worker with an HMD (Head Mounted Display), and the worker faces the stereoscopic avatar (face part) of the local worker presented with MR glasses. The system is asymmetrical.This system is asymmetric. The position and orientation of the head and eyes measured by the HMD (Vive Pro Eye, HTC) at the local site are transmitted to the remote space, and the avatar of the local worker is shown by the MR glasses (Magic Leap, HoloLens2). The CG object and avatar (the face of the local worker) are shared with the remote 3D real space. This enables the remote worker to see the face of the local worker who has the viewpoint position on the TwinCam Go mobile stereoscopic camera.We conducted an experiment to evaluate the reality of the avatars presented in the MR glasses of the field workers as interactors and the clarity of the instructions for the spatial objects to be discussed. The participants in the experiment were seven university (graduate) students (aged 21-24). The communication time of this system was about 70 ms one way. The G.1010 of ITU-T recommends that the delay between terminals for real-time video communication should be less than 150 ms one way.The experiment participants stood in front of the stereoscopic camera (TwinCam) as remote experiencers, and wore MR glasses to see the avatars of the local experiencers (wearing HMDs). The local operator describes three spatial objects (a cube, a sphere, and a cone) that are displayed 1.7 m closer to the experimental participant from the remote camera.Analysis of variance showed that the reality and clarity of the dialogue increased at the 1% significance level when the avatar's head rotation and eye movements were present. The 3D projection display was higher than 2D at the 5% level of significance. The clarity of the subject improved at the 5% level of significance when there was head rotation and eye movement, but the 3D projection was not significantly different from the 2D.This indicates that the 2D monitor without binocular disparity has a large reading error in the depth direction. Another clue is that the HMD and MR glasses can utilize motion parallax by moving the head even slightly. This makes it possible to reduce the error to less than about half that of a 2D monitor.In this study, we developed a cross reality (XR) dialogue system for mobile remote collaboration. As a result of three kinds of evaluation experiments, it was shown that the clarity of dialogue and the accuracy of depth indication were improved compared with the condition of the conventional 2D video teleconference. This system can also be integrated with the metaverse, and can provide a variety of remote experiences of the world even when mobility is restricted due to current contagious disease. In the future, we will continue to verify and demonstrate the technology necessary for smooth telecommunication.","PeriodicalId":389727,"journal":{"name":"Human Factors in Virtual Environments and Game Design","volume":"61 3 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Mobile Cross Reality (XR) space for remote collaboration\",\"authors\":\"Yusuke Kikuchi, Ryoto Kato, Vibol Yem, Y. Nagai, Y. Ikei\",\"doi\":\"10.54941/ahfe1002057\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"In this study, we propose an XR (cross reality) dialogue system that transmits an omnidirectional stereoscopic moving viewpoint image of a remote real space and presents it to a local worker with an HMD (Head Mounted Display), and the worker faces the stereoscopic avatar (face part) of the local worker presented with MR glasses. The system is asymmetrical.This system is asymmetric. The position and orientation of the head and eyes measured by the HMD (Vive Pro Eye, HTC) at the local site are transmitted to the remote space, and the avatar of the local worker is shown by the MR glasses (Magic Leap, HoloLens2). The CG object and avatar (the face of the local worker) are shared with the remote 3D real space. This enables the remote worker to see the face of the local worker who has the viewpoint position on the TwinCam Go mobile stereoscopic camera.We conducted an experiment to evaluate the reality of the avatars presented in the MR glasses of the field workers as interactors and the clarity of the instructions for the spatial objects to be discussed. The participants in the experiment were seven university (graduate) students (aged 21-24). The communication time of this system was about 70 ms one way. The G.1010 of ITU-T recommends that the delay between terminals for real-time video communication should be less than 150 ms one way.The experiment participants stood in front of the stereoscopic camera (TwinCam) as remote experiencers, and wore MR glasses to see the avatars of the local experiencers (wearing HMDs). The local operator describes three spatial objects (a cube, a sphere, and a cone) that are displayed 1.7 m closer to the experimental participant from the remote camera.Analysis of variance showed that the reality and clarity of the dialogue increased at the 1% significance level when the avatar's head rotation and eye movements were present. The 3D projection display was higher than 2D at the 5% level of significance. The clarity of the subject improved at the 5% level of significance when there was head rotation and eye movement, but the 3D projection was not significantly different from the 2D.This indicates that the 2D monitor without binocular disparity has a large reading error in the depth direction. Another clue is that the HMD and MR glasses can utilize motion parallax by moving the head even slightly. This makes it possible to reduce the error to less than about half that of a 2D monitor.In this study, we developed a cross reality (XR) dialogue system for mobile remote collaboration. As a result of three kinds of evaluation experiments, it was shown that the clarity of dialogue and the accuracy of depth indication were improved compared with the condition of the conventional 2D video teleconference. This system can also be integrated with the metaverse, and can provide a variety of remote experiences of the world even when mobility is restricted due to current contagious disease. 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引用次数: 0
摘要
在本研究中,我们提出了一种XR(交叉现实)对话系统,该系统传输远程真实空间的全方位立体移动视点图像,并将其呈现给带有HMD(头戴式显示器)的本地工人,工人面对带有MR眼镜的本地工人的立体化身(面部部分)。这个系统是不对称的。这个系统是不对称的。由HMD (Vive Pro Eye, HTC)在本地站点测量的头部和眼睛的位置和方向被传输到远程空间,本地工人的化身由MR眼镜(Magic Leap, HoloLens2)显示。CG对象和化身(本地工人的脸)与远程3D真实空间共享。这使得远程工作人员能够在TwinCam Go移动立体摄像机上看到具有视点位置的本地工作人员的脸。我们进行了一项实验,以评估作为交互者的现场工作人员在MR眼镜中呈现的虚拟形象的真实性,以及要讨论的空间对象的说明的清晰度。实验对象为7名大学生(研究生),年龄21-24岁。该系统的单路通信时间约为70 ms。ITU-T的G.1010标准建议实时视频通信的终端间单向时延应小于150ms。实验参与者作为远程体验者站在立体摄像机(TwinCam)前,戴上MR眼镜,看到本地体验者(戴着头戴式显示器)的化身。本地操作员描述三个空间物体(一个立方体,一个球体和一个圆锥体),它们显示在离实验参与者1.7米远的地方。方差分析表明,当角色的头部旋转和眼球运动出现时,对话的真实性和清晰度在1%的显著水平上增加。3D投影显示高于2D,显著性水平为5%。当受试者有头部旋转和眼球运动时,受试者的清晰度在5%水平上显著提高,但3D投影与2D投影无显著差异。这说明无双眼视差的二维显示器在深度方向上有较大的读取误差。另一个线索是,HMD和MR眼镜可以通过稍微移动头部来利用运动视差。这使得将误差降低到2D显示器的一半以下成为可能。在本研究中,我们开发了一个用于移动远程协作的跨现实(XR)对话系统。三种评价实验结果表明,与传统的二维视频电话会议相比,对话的清晰度和深度指示的准确性得到了提高。该系统还可以与虚拟世界集成,即使在因传染病而行动受限的情况下,也可以提供各种远程世界体验。未来,我们将继续验证和演示顺畅通信所需的技术。
Mobile Cross Reality (XR) space for remote collaboration
In this study, we propose an XR (cross reality) dialogue system that transmits an omnidirectional stereoscopic moving viewpoint image of a remote real space and presents it to a local worker with an HMD (Head Mounted Display), and the worker faces the stereoscopic avatar (face part) of the local worker presented with MR glasses. The system is asymmetrical.This system is asymmetric. The position and orientation of the head and eyes measured by the HMD (Vive Pro Eye, HTC) at the local site are transmitted to the remote space, and the avatar of the local worker is shown by the MR glasses (Magic Leap, HoloLens2). The CG object and avatar (the face of the local worker) are shared with the remote 3D real space. This enables the remote worker to see the face of the local worker who has the viewpoint position on the TwinCam Go mobile stereoscopic camera.We conducted an experiment to evaluate the reality of the avatars presented in the MR glasses of the field workers as interactors and the clarity of the instructions for the spatial objects to be discussed. The participants in the experiment were seven university (graduate) students (aged 21-24). The communication time of this system was about 70 ms one way. The G.1010 of ITU-T recommends that the delay between terminals for real-time video communication should be less than 150 ms one way.The experiment participants stood in front of the stereoscopic camera (TwinCam) as remote experiencers, and wore MR glasses to see the avatars of the local experiencers (wearing HMDs). The local operator describes three spatial objects (a cube, a sphere, and a cone) that are displayed 1.7 m closer to the experimental participant from the remote camera.Analysis of variance showed that the reality and clarity of the dialogue increased at the 1% significance level when the avatar's head rotation and eye movements were present. The 3D projection display was higher than 2D at the 5% level of significance. The clarity of the subject improved at the 5% level of significance when there was head rotation and eye movement, but the 3D projection was not significantly different from the 2D.This indicates that the 2D monitor without binocular disparity has a large reading error in the depth direction. Another clue is that the HMD and MR glasses can utilize motion parallax by moving the head even slightly. This makes it possible to reduce the error to less than about half that of a 2D monitor.In this study, we developed a cross reality (XR) dialogue system for mobile remote collaboration. As a result of three kinds of evaluation experiments, it was shown that the clarity of dialogue and the accuracy of depth indication were improved compared with the condition of the conventional 2D video teleconference. This system can also be integrated with the metaverse, and can provide a variety of remote experiences of the world even when mobility is restricted due to current contagious disease. In the future, we will continue to verify and demonstrate the technology necessary for smooth telecommunication.