Professional Documents
Culture Documents
Extended Reality
Extended Reality
Identify and explore new use cases for collaborative XR Interactions within the application serve as the foundation for
applications that can benefit from the multi-device collaboration, particularly focusing on object manipulation in
framework. Demonstrate the potential of the framework the prototype, which centers on interior design. The planned
through prototype applications in different domains, interactions include:
showcasing its versatility and practical utility.
• Object Manipulation: Encompassing actions such
10.Provide Comprehensive Documentation and Tools: as Grabbing, Dragging, Throwing, and Scaling
Develop thorough documentation and tools to assist objects. Synchronization of these interactions across
developers in using the framework effectively. all users is crucial to prevent conflicts when
multiple clients attempt to interact with the same
Include examples, tutorials, and best practices to help object simultaneously.
developers get started with creating multi-device XR
applications. To address conflicts, an ownership feature is implemented,
allowing users to interact with an object only once they have
ownership over it. Requests and transfers of ownership
II. Overview of Extended Reality(XR): resolve issues arising from simultaneous interactions with the
same object.
In Virtual Reality (VR), users navigate the environment and times, is the only input they cannot control. For the prototype,
interact with objects through teleportation, given the physical four tools are implemented, each color-coded to enhance
space limitations. Initially, users move to pre-defined points differentiation. The blue tool facilitates object manipulation,
by pointing at them. However, to improve accessibility, users the purple one is for creating previews, and the green one is
are permitted to teleport to designated areas, enhancing for accepting previews. Additionally, these three tools also
control over their position. For pointing, a curved line is manage input for teleportation and object highlighting.
employed, as it proves more effective in crowded Finally, the fourth tool is dedicated to highlighting the user.
environments where precise ground pointing is challenging. Given that it encompasses only one action, it reverts back to
the previous tool after the highlighting is completed.
In Augmented Reality (AR), markers determine users' current
positions. To transition to different rooms within the Virtual Augmented Reality Challenges:
Environment (VE), users synchronize their positions with
different markers, as each division in the VE is associated In the case of our prototype, AR functionalities are leveraged
with its marker. through mobile devices for visualization purposes.
Interactions in AR are primarily conducted via the device's
By implementing these interaction mechanisms, users across touch screen, distinguishing it from the VR experience where
various XR devices can seamlessly collaborate and engage motion controllers are typically used. AR proves
with the application, fostering a cohesive and immersive advantageous for visualizing data in the real world by
collaborative experience. overlaying virtual elements onto the physical environment.
In our prototype, the entire Virtual Environment (VE) is
IV. DESGIN
superimposed over the real-world setting.
A. Prototype Design:
AR users benefit from a deeper understanding of how virtual
During the development phase, insights into potential objects interact with the real world. This understanding
challenges that developers may encounter when enables them to place arrows within the environment,
implementing such applications were gleaned. The VR indicating points of interest or directing actions such as where
prototype underwent development on two distinct computers to place objects. Furthermore, users can leave arrows in the
and VR systems: one utilizing the HTC Vive and the other environment, pointing to specific locations or objects, aiding
employing the Oculus Rift. Similarly, the AR prototype was in communication and collaboration.
developed on a separate computer and underwent testing on
various mobile devices. Leveraging Unity3D for These differences in interaction modalities present unique
development proved advantageous, as it provided essential challenges in developing XR applications. However, they
tools such as support for VR and AR devices, as well as a also offer opportunities for more immersive and extensive
robust physics and graphics engine. experiences. Users can adapt their interactions with the
application by switching between devices, resulting in more
Implementing the tools outlined in the previous section diverse and collaborative perspectives. These multimodal
facilitated the assembly of a prototype focused on interior interfaces foster collaboration among users, each
design. Concurrently, an AR prototype was developed contributing from their unique vantage point, ultimately
alongside the VR iteration, allowing for consistent enhancing the overall user experience.
interactions across both platforms.
C. Architecture:
B. Interface Challenges:
To develop an application that accommodates multiple
Enabling support for multiple Extended Reality (XR) Extended Reality (XR) devices, components reliant on
technologies necessitates the creation of multimodal specific systems are segregated into isolated scenes. These
interaction interfaces. Each user's interaction with the Virtual scenes are then loaded into the application based on the
Environment (VE) will vary depending on the device they are connected device. Conversely, components such as the
using. environment are placed in a scene shared across all devices,
Virtual Reality Challenges: facilitating the reuse of components that do not necessitate
specific devices.
In typical Virtual Reality (VR) applications, motion
controllers (MCs) are utilized for interacting with the virtual The diagram depicted in Fig 4.1 illustrates two Virtual
world. However, due to the limited number of buttons on a Reality (VR) and two Augmented Reality (AR) clients
motion controller, it becomes challenging to accommodate connected to a common server. Dashed lines signify the
the numerous actions defined earlier. To address this, the communication maintaining synchronized states of the
actions are segmented into distinct tools. These tools dictate Virtual Environment (VE). Components within each box
the actions that users can execute offer high-level descriptions of different framework elements
and their interactions.
with each motion controller. Users can select tools through a
menu, with only one tool active for each hand. This setup Of the four clients linked to the server, one must act as the
allows users to simultaneously perform different tasks—for master client, responsible for VE synchronization in the event
instance, teleporting with one hand while grabbing an object of conflicts. Conflicts may arise, for instance, when multiple
with the other. The tools also enable developers to map the clients attempt to interact with the same object
same input from motion controllers to various behaviors. simultaneously. In such cases, the master client assigns
However, the selection of tools, which remains active at all ownership of the object to one of the clients.
The networking tool must possess flexibility to Network Latency: For collaborative XR applications,
accommodate various server configurations. Photon Engine, maintaining real-time synchronization across users in
a well-established networking solution compatible with different locations is challenging due to network latency and
Unity, offers such flexibility. Developers can opt to host their bandwidth limitations.
own server or utilize Photon’s cloud servers. It supports Compatibility and Interoperability:
multiple clients from diverse devices to connect to the same Diverse Platforms: Developing applications that work
room and interact within a shared environment. seamlessly across various XR platforms (e.g., Oculus, HTC
Through Photon Engine, object synchronization and Vive, Microsoft HoloLens) with different hardware
communication among multiple users are facilitated. In both specifications and interaction models is complex.
the VR and AR prototypes, only avatars and interactables are Software Integration: Integrating XR applications with
synchronized across users. However, actions (denoted by existing enterprise systems, software, and data sources can be
blue color) are specific to VR systems, as they hinge on input challenging, requiring custom development and middleware
from these devices. Additionally, the tool component for solutions.
enabling and disabling actions is visualized.(Fig 1.1)
B. Design Challenges
User Interface (UI) and User Experience (UX):
Intuitive Interactions: Designing intuitive and natural
interaction methods that leverage the unique capabilities of
VR, AR, and MR devices can be difficult. Users must be able
to navigate and interact with the virtual environment without
extensive training.
Accessibility: Ensuring XR applications are accessible to
users with disabilities involves designing adaptable interfaces
that cater to a wide range of physical and cognitive abilities.
Immersion and Presence:
Realism: Creating realistic and immersive environments
requires high-quality graphics, sound, and physics, which can
be resource-intensive and challenging to optimize.
Presence: Achieving a sense of presence, where users feel
truly immersed in the virtual environment, requires careful
attention to details such as environmental consistency, haptic
Fig1.1: System Architecture feedback, and minimizing distractions.
Despite these challenges, the potential benefits of XR [5] John Brooke. SUS: A quick and dirty usability scale.
technologies are profound. They can eliminate the barriers of 1996.
distance, providing immersive training environments, [6] Cristiano Carvalheiro, Rui Nobrega, Hugo da Silva, and
enhancing remote collaboration, and delivering rich, Rui Rodrigues. ´ User Redirection and Direct Haptics in
interactive experiences that were previously unimaginable. Virtual Environments. In Proceedings of the 2016 ACM on
By addressing the technical, design, and user experience Multimedia Conference -MM ’16, pages 1146– 1155, New
challenges, developers can create XR applications that not York, New York, USA, 2016. ACM Press.
only meet but exceed user expectations.
[7] Phillip S. Dunston and Xiangyu Wang. Mixed Reality-
Based Visualization Interfaces for Architecture, Engineering,
Continued research and development in XR technologies are
and Construction Industry. Journal of Construction
crucial for overcoming existing limitations and exploring new
Engineering and Management, 131(12):1301 – 1309, 12
possibilities. This involves a commitment to iterative
2005.
improvement, user-centered design, and staying abreast of
technological advancements. As XR technologies evolve,
they will undoubtedly open up new frontiers in how we
experience and interact with the world, offering
unprecedented opportunities for innovation and growth.