TY - JOUR
T1 - Designing a Framework for Collaborative Mixed Reality Training
AU - Kostov, Georgi
AU - Wolfartsberger, Josef
N1 - Publisher Copyright:
© 2022 The Authors. Published by Elsevier B.V.
PY - 2022
Y1 - 2022
N2 - Training simulations in Virtual Reality (VR) benefit from the technology's interactive and intuitive nature. Typically, the VR user is isolated in the virtual environment and an external instructor or spectators cannot support the learning progress. Previous research work presents solutions for isolated use cases, but lacks specific guidelines for the implementation of collaborative multi-device systems. We propose a method for expanding collaborative extended reality (XR) applications to multiple platforms to support collaborative learning, but also other types of applications such as remote collaboration and maintenance. In order to test our approach, we expanded an existing application to four different platforms - Steam VR, Microsoft Mixed Reality, smartphone/tablet and desktop computer. Based on lessons learned from our prototype, we propose a solution for multi-device networking and interaction on each platform. The main strengths of our approach are in the decoupling of local and networked objects and the common interface for interaction, which accommodates multiple platforms. We believe our approach can provide useful insights into collaborative training and serve as a good starting point for future projects.
AB - Training simulations in Virtual Reality (VR) benefit from the technology's interactive and intuitive nature. Typically, the VR user is isolated in the virtual environment and an external instructor or spectators cannot support the learning progress. Previous research work presents solutions for isolated use cases, but lacks specific guidelines for the implementation of collaborative multi-device systems. We propose a method for expanding collaborative extended reality (XR) applications to multiple platforms to support collaborative learning, but also other types of applications such as remote collaboration and maintenance. In order to test our approach, we expanded an existing application to four different platforms - Steam VR, Microsoft Mixed Reality, smartphone/tablet and desktop computer. Based on lessons learned from our prototype, we propose a solution for multi-device networking and interaction on each platform. The main strengths of our approach are in the decoupling of local and networked objects and the common interface for interaction, which accommodates multiple platforms. We believe our approach can provide useful insights into collaborative training and serve as a good starting point for future projects.
KW - augmented reality
KW - collaboration
KW - human-computer interaction
KW - multi-device
KW - network
KW - tool
KW - virtual reality
UR - http://www.scopus.com/inward/record.url?scp=85127830284&partnerID=8YFLogxK
U2 - 10.1016/j.procs.2022.01.287
DO - 10.1016/j.procs.2022.01.287
M3 - Conference article
AN - SCOPUS:85127830284
VL - 200
SP - 896
EP - 903
JO - Procedia Computer Science
JF - Procedia Computer Science
T2 - 3rd International Conference on Industry 4.0 and Smart Manufacturing, ISM 2021
Y2 - 19 November 2021 through 21 November 2021
ER -