MRUnion:用于混合现实远程呈现的非对称任务感知3D相互场景生成。

Michael Pabst;Linda Rudolph;Nikolas Brasch;Verena Biener;Chloe Eghtebas;Ulrich Eck;Dieter Schmalstieg;Gudrun Klinker
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摘要

在混合现实(MR)远程呈现应用中,参与者物理环境之间的差异会干扰有效的协作。对于非对称任务,用户可能需要访问分布在整个房间的不同资源(信息、对象、工具)。现有的交集方法不支持这种交互,因为网真参与者的大部分房间以及相关的任务资源变得不可访问。我们提出了MRUnion,一个用于非对称任务感知3D互场景生成的混合现实远程呈现管道。我们方法的关键概念是使非对称远程协作场景中的用户能够访问整个房间,同时仍然能够与共享空间中的远程用户通信。为此,我们推出了一种新颖的共用房间布局,称为Union。我们定量地评估了882个空间组合,包括两个、三个和四个组合的远程空间,并将其与传统的Intersect房间布局进行了比较。结果表明,该方法优于现有的交叉方法,能够显著增加共享空间内的空间和资源可达性。在一项探索性用户研究(N=24)中,我们调查了合成交互场景在MR和VR设置中的适用性,其中用户协作完成非对称远程组装任务。研究结果表明,我们的方法取得了与相交方法相当的结果,但在社会存在,安全性和协作支持方面需要进一步研究。从这项研究中,我们得出了合成公共空间的设计含义。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
MRUnion: Asymmetric Task-Aware 3D Mutual Scene Generation of Dissimilar Spaces for Mixed Reality Telepresence
In mixed reality (MR) telepresence applications, the differences between participants' physical environments can interfere with effective collaboration. For asymmetric tasks, users might need to access different resources (information, objects, tools) distributed throughout their room. Existing intersection methods do not support such interactions, because a large portion of the telepresence participants' rooms become inaccessible, along with the relevant task resources. We propose MRUnion, a Mixed Reality Telepresence pipeline for asymmetric task-aware 3D mutual scene generation. The key concept of our approach is to enable a user in an asymmetric telecollaboration scenario to access the entire room, while still being able to communicate with remote users in a shared space. For this purpose, we introduce a novel mutual room layout called Union. We evaluated 882 space combinations quantitatively involving two, three, and four combined remote spaces and compared it to a conventional Intersect room layout. The results show that our method outperforms existing intersection methods and enables a significant increase in space and accessibility to resources within the shared space. In an exploratory user study (N=24), we investigated the applicability of the synthetic mutual scene in both MR and VR setups, where users collaborated on an asymmetric remote assembly task. The study results showed that our method achieved comparable results to the intersect method but requires further investigation in terms of social presence, safety and support of collaboration. From this study, we derived design implications for synthetic mutual spaces.
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