In their research titled “Collaborative Interaction in Co-Located Two-User Scenarios”, Salzmann, Jacobs and Froehlich look into the aspect of using Immersive virtual environments especially in the assembly process in the automotive industry. The goal is to compare the outputs of the interactions of both co-located face-to-face and side-to-side users. The research is based on previous work done in collaborative virtual environments (CVEs) by authors such as Hinckley et al. and Margery et al. (Salzmann, Jacobs, and Froehlich).
The researchers first studied the Side-by-Side Collaboration to identify whether a two user system had benefits compared to the single user systems. The study was accomplished by taking into consideration two scenarios: assembly planning and training scenario. In the face-to-face collaboration study, the researchers looked into a windshield assembly task and a variety of interaction techniques. The results indicated that the multi-user system resulted in better and accurate accuracy levels They were an indication of the potential that lay in the application of virtual techniques in automotive assembly.
DIVE - a Multi-User Virtual Reality System is research conducted by Carlsson & Hagsand. The research is informed by the need of a software system upon which multiple users can come together and do VR research. The researchers introduce DIVE; a Distributed Interactive Virtual Environment as the software able to make this form of research possible (Carlsson and Hagsand 398).
The DIVE is a platform where a user through an interface referred to as the visualizer interacts with the world. It works by allowing the sharing of memory across a network, with the memory segmented into worlds. Within DIVE, a user makes use of vehicles which guide the interactions in the virtual world. The researchers point out that DIVE is applied in multiple uses such as Multidraw and the Family of Aura.
Researchers Keef, Feliz, Moscovich, Laidlaw and LaViola Jr present the study titled “cave painting: A fully immersive 3D artistic medium and interactive experience. The study is built on the realization that cave painting gives artistes the freedom to create 3D virtual scenes through varied approaches to brush strokes. The study borrows concepts from related work such as surface drawing by Schkolne, the Body Language User Interface (BLUI) by Brody and Hartman.
The research titled “Human Interaction in Multi-User Virtual Reality” by Streuber & Chatziastros looks into how human interactions are influenced by immersive virtual reality (IVR) and non-immersive multi-user environments such as the online multi-user environments (OMUE). This research had the objective of benefits independently realized through IVR and OMUE were brought together in an experimental setting to help in human interaction.
An experimental setup 12 by 15 meters was put up, which included the optical tracking systems for the participants. A total of 20 subjects, working in pairs were allowed to accomplish the task of carrying a stretcher (Streuber and Chatziastros). The tasks were to be accomplished jointly, with the subjects using the Visual and haptic information available. The experiment involved a systematic variation of both the visual and haptic information available for every task. The researchers established that the rate of collisions between subjects was higher when no haptic and visual condition was available. The introduction of the stretcher considerably reduced the collision rates, suggesting that more haptic and tactile information provided better coordination of tasks.
In their research titled “Moving towards Natural Interaction between Multiscale Avatars in Multi-User Virtual Environments”, Langbehny, Bruder & Steinickex look into the concept of being able to simultaneously explore environments at different scales. The research intended to look into the impact sensory perceptions from the usage of Multiscale collaborative virtual environments (MCVEs). The researchers built an MCVE with the use of Microsoft Kinects. The subjects were made to share a virtual world through head-mounted displays (HMDs), and allowed to communicate through microphones. An architectural design that allowed for scale modification was used (Langbehny, Bruder, and Steinickex).
The subjects were asked to make estimations of their sizes and those of the buildings in the created virtual environment. The same was asked in terms of distance from each other and buildings. The results showed that the real sizes of buildings compromised the subject’s impressions of the buildings in the VE. Manipulations such as sound were found to have minimal impact on the interaction of subjects at different scales.
In the research titled “A Multi-user Virtual Reality Platform”, the researchers look into the possibility of coming up with a virtual reality platform that is cheap but effective. Referred to as the MuVR, the platform is built on information from previous attempts to build low-cost virtual reality technology. The platform had hardware components such as Oculus Rift HMD’s and an Android smartphone. Others included the Razer Hydra electromagnetic tracking system, with the whole platform run using a Pi single-board computer (Thomas, Bashyal, and Goldstein). The software components borrowed heavily from Unity game development environment, famed for creating virtual environments for Android. The platform allowed for multi users to access the VR. The results were an indication of the possibility in the creation of VR platforms at a cheap price, with a wide range of applications.
The research titled “Lift-off: Using reference imagery and freehand sketching to create 3D models in VR” is informed by two problems in 3D modeling. First are the lack of control for freehand modeling and the inability of users to start from zero. The researchers note that 3D modeling requires extensive training for artistes, coupled with the need of usage of many tools (“Lift-off”).
The research seeks to introduce the lift-off which is a platform allowing for immersive 3D modeling. It based on work done on aspects such as immersive sketch-based 3D modeling, modeling with 3D curves and supporting creative workflows. The research entailed the description of how lift-off works, through the creation of 3D rails, connecting the rails sweeping of surface sheets and the manipulation of rails. The results, presented through two approaches of long-term users and novices, with both having positive outcomes.
Suma, Krum & Bolas, in their research titled “Sharing Space in Mixed and Virtual Reality Environments Using a Low-Cost Depth Sensor” look into the possibility of using HMD’s to allow people share space in VR environments. This research is built on the observation that HMDs, despite their wide range of uses have drawback of isolating users from the real world. This research describes how users immersed in HMDs can share virtual space. The research employs depth sensing technology developed by PrimeSense, especially the PrimeSensor Reference Design device. The researchers explore the possible application of the PrimeSensor for virtual environments created through the use of HMDs (Suma, Krum and Bolas 353).
A Phase Space Impulse Motion Capture System is used create the depth map for the users. By attaching the sensor nearer to the user, the research explores whether the problem of segmentation is dealt with. The results of the study indicate that the problem of depth is not resolved for objects less than three feet away. However, the researchers argue that the study offers the possibility of using cheap sensors possibly mounted on users’ heads.
The basic idea behind the research by Olov Stahl is the understanding the dynamic nature of the concept of virtual reality, and how the interaction within a virtual environment can be made more natural and efficient. The research focuses on the aspect of the TelePresence project. The project was aimed at looking into how virtual reality can be used to make collaboration and communication between users at different locations possible (Stahl 6). The researchers introduce the concept of the MultiG TelePresence system as one that can help to realize the potential of virtual reality. According to the researchers, the MultiG system provides an environment through which teleconferencing is achieved. The system deals with the problem of misunderstanding and miscommunication observed in conventional TelePresence systems.
The researchers bring to light the use of a tool referred to as the whiteboard tool. According to the researchers, the tool presents an opportunity for users within a virtual network to communicate and exchange text. The MultiG TelePresence system brings to the table the concept of introducing a 3D environment to virtual environments. The researchers point out that most users have been used to 2D drawing especially in an ordinary desktop setting. By creating a 3D environment, however, a more natural and efficient user interaction is realized.
The study by Kalev H. Leetaru titled “ShadowLight: an immersive environment for rapid prototyping and design” looks into the opportunities for design and prototyping that virtual environments offer users. The research notes a problem with the conventional virtual prototyping applications, which are aimed at providing a more natural feel in virtual reality environments. This study recognizes that these applications have the problem of being limited to enabling effective interaction of users within a virtual reality. The study introduces the concept of ShadowLight, which is an attempt to remove the domain restrictions that are evident in conventional Virtual prototyping applications. ShadowLight seeks to provide a more flexible environment for users within virtual environments (Leetaru 612).
ShadowLight as a virtual reality tool adopted in this research solves the problems seen in traditional design tools. This tool allows users within a virtual to conduct multipurpose designs. The researchers point out that ShadowLight provides a more flexible approach in prototyping and design. Users reported having more options in regards to designing tasks. This is because the system is not pre-set only to conduct specific design tasks
References
"“Lift-off: Using reference imagery and freehand sketching to create 3D models in VR”." Research. n.d .
Carlsson, Christer and Olof Hagsand. "DIVE - a Multi-User Virtual Reality System ." Research. n.d.
Keef, Daniel, et al. "“cave painting: Afully immersive 3D artistic medium and interactive experience." Research. n.d.
Langbehny, E., G Bruder and F Steinickex. "Moving Towards Natural Interaction Between Multiscale Avatars in Multi-User Virtual Environments." Research. 2015.
Leetaru, Kalev H. "ShadowLight: an immersive environment for." 2005.
Salzmann, H., J Jacobs and B Froehlich. "Collaborative Interaction in Co-Located Two-User Scenarios." 2009.
Stahl, Olov. "MDraw- A tool for cooperative work in the MultiG TelePresence environment." SICS Technical report. 1992.
Streuber, Stephan and Astros Chatziastros. "Human Interaction in Multi-User Virtual Reality." Research. n.d.
Suma, Evan A., David Krum and Mark Bolas . "Sharing Space in Mixed and Virtual Reality Environments Using a Low-Cost Depth Sensor." Research. 2011.
Thomas, Jerald, Raghav Bashyal and Samantha Goldstein. "MuVR: A Multi-user Virtual Reality Platform." Research. n.d.