Investigating the use of Different Visual Cues to Improve Social Presence within a 360 Mixed Reality Remote Collaboration*

Author(s):  
Theophilus Teo ◽  
Gun A. Lee ◽  
Mark Billinghurst ◽  
Matt Adcock
2021 ◽  
Author(s):  
Hye Jin Kim

<p><b>Telepresence systems enable people to feel present in a remote space while their bodies remain in their local space. To enhance telepresence, the remote environment needs to be captured and visualised in an immersive way. For instance, 360-degree videos (360-videos) shown on head-mounted displays (HMDs) provide high fidelity telepresence in a remote place. Mixed reality (MR) in 360-videos enables interactions with virtual objects blended in the captured remote environment while it allows telepresence only for a single user wearing HMD. For this reason, it has limitations when multiple users want to experience telepresence together and naturally collaborate within a teleported space. </b></p><p>This thesis presents TeleGate, a novel multi-user teleportation platform for remote collaboration in a MR space. TeleGate provides "semi-teleportation" into the MR space using large-scale displays, acting as a bridge between the local physical communication space and the remote collaboration space created by MR with captured 360-videos. Our proposed platform enables multi-user semi-teleportation to perform collaborative tasks in the remote MR collaboration (MRC) space while allowing for natural communication between collaborators in the same local physical space. </p><p>We implemented a working prototype of TeleGate and then conducted a user study to evaluate our concept of semi-teleportation. We measured the spatial presence, social presence while participants performed remote collaborative tasks in the MRC space. Additionally, we also explored the different control mechanisms within the platform in the remote MR collaboration scenario. </p><p>In conclusion, TeleGate enabled multiple co-located users to semi-teleport together using large-scale displays for remote collaboration in MR 360-videos.</p>


2021 ◽  
Author(s):  
◽  
Stephen Thompson

<p>This thesis presents a novel system for enabling remote collaboration within a mixed reality environment. Since the increase of virtual and augmented reality headsets, there has been increased interest in improving remote collaboration. Systems have been proposed to use 3D geometry or 360° video for providing remotely collaborating users with a view of the local, real-world environment. However, many systems provide limited interactions in the local environment and target using coupled views of all users, rather than simulating face-to-face interactions, or use virtual environments for the remote user, losing visual realism.  The presented system enables a user situated in a remote location to join a local user to collaborate on a task. An omni-directional camera is streamed to the remote user in real-time to provide a live view of the local space. The 360° video is also used to provide believable lighting when compositing virtual objects into the real-world. Remote users are displayed to local users as an abstracted avatar to provide basic body gestures and social presence. Voice chat is also provided for verbal communication.  The system has been evaluated for technical performance and user experience. The evaluation found the performance of the system was suitable for real-time collaboration. Remote and local users were also found to have similar satisfaction with the system, experiencing high levels of presence, social presence and tele-presence. Shared cinematic and remote presentations are suggested as possible applications to guide further development of the system.</p>


2021 ◽  
Author(s):  
◽  
Stephen Thompson

<p>This thesis presents a novel system for enabling remote collaboration within a mixed reality environment. Since the increase of virtual and augmented reality headsets, there has been increased interest in improving remote collaboration. Systems have been proposed to use 3D geometry or 360° video for providing remotely collaborating users with a view of the local, real-world environment. However, many systems provide limited interactions in the local environment and target using coupled views of all users, rather than simulating face-to-face interactions, or use virtual environments for the remote user, losing visual realism.  The presented system enables a user situated in a remote location to join a local user to collaborate on a task. An omni-directional camera is streamed to the remote user in real-time to provide a live view of the local space. The 360° video is also used to provide believable lighting when compositing virtual objects into the real-world. Remote users are displayed to local users as an abstracted avatar to provide basic body gestures and social presence. Voice chat is also provided for verbal communication.  The system has been evaluated for technical performance and user experience. The evaluation found the performance of the system was suitable for real-time collaboration. Remote and local users were also found to have similar satisfaction with the system, experiencing high levels of presence, social presence and tele-presence. Shared cinematic and remote presentations are suggested as possible applications to guide further development of the system.</p>


2021 ◽  
Author(s):  
Hye Jin Kim

<p><b>Telepresence systems enable people to feel present in a remote space while their bodies remain in their local space. To enhance telepresence, the remote environment needs to be captured and visualised in an immersive way. For instance, 360-degree videos (360-videos) shown on head-mounted displays (HMDs) provide high fidelity telepresence in a remote place. Mixed reality (MR) in 360-videos enables interactions with virtual objects blended in the captured remote environment while it allows telepresence only for a single user wearing HMD. For this reason, it has limitations when multiple users want to experience telepresence together and naturally collaborate within a teleported space. </b></p><p>This thesis presents TeleGate, a novel multi-user teleportation platform for remote collaboration in a MR space. TeleGate provides "semi-teleportation" into the MR space using large-scale displays, acting as a bridge between the local physical communication space and the remote collaboration space created by MR with captured 360-videos. Our proposed platform enables multi-user semi-teleportation to perform collaborative tasks in the remote MR collaboration (MRC) space while allowing for natural communication between collaborators in the same local physical space. </p><p>We implemented a working prototype of TeleGate and then conducted a user study to evaluate our concept of semi-teleportation. We measured the spatial presence, social presence while participants performed remote collaborative tasks in the MRC space. Additionally, we also explored the different control mechanisms within the platform in the remote MR collaboration scenario. </p><p>In conclusion, TeleGate enabled multiple co-located users to semi-teleport together using large-scale displays for remote collaboration in MR 360-videos.</p>


2020 ◽  
Vol 14 (4) ◽  
pp. 337-352 ◽  
Author(s):  
Jing Yang ◽  
Prasanth Sasikumar ◽  
Huidong Bai ◽  
Amit Barde ◽  
Gábor Sörös ◽  
...  

Author(s):  
Aleshia T. Hayes ◽  
Carrie L. Straub ◽  
Lisa A. Dieker ◽  
Charlie E. Hughes ◽  
Michael C. Hynes

New and emerging technology in the field of virtual environments has permitted a certain malleability of learning milieus. These emerging environments allow learning and transfer through interactions that have been intentionally designed to be pleasurable experiences. TLE TeachLivE™ is just such an emerging environment that engages teachers in practice on pedagogical and content aspects of teaching in a simulator. The sense of presence, engagement, and ludus of TLE TeachLivE™ are derived from the compelling Mixed Reality that includes components of off-the shelf and emerging technologies. Some of the noted features that have been identified relevant to the ludic nature of TeachLivE include the flow, fidelity, unpredicability, suspension of disbelief, social presence, and gamelike elements. This article explores TLE TeachLivE™ in terms of the ludology, paideic user experience, the source of the ludus, and outcomes of the ludic nature of the experience.


Author(s):  
Peng Wang ◽  
Xiaoliang Bai ◽  
Mark Billinghurst ◽  
Shusheng Zhang ◽  
Sili Wei ◽  
...  

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