Multi-user Multi-platform xR Collaboration: System and Evaluation

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Abstract

Virtual technologies (AR/VR/MR, subsumed as xR) are used in many commercial applications, such as automotive development, medical training, architectural planning, teaching and many more. Usually, existing software products offer either VR, AR or a 2D monitor experience. This limitation can be a hindrance. Let’s draw a simple application example: Users at a university shall join an xR teaching session in a mechanical engineering lecture. They bring their own xR device, join the session and experience the lecture with xR support. But users may ask themselves: Does the choice of my own xR device limit my learning success? In order to investigate multi-platform xR experiences, a software framework was developed and is presented here. This allows one shared xR experience for users of AR smartphones, AR/MR glasses and VR-PCs. The aim is to use this framework to study differences between the platforms and to be able to research for better quality multi-user multi-platform xR experiences. We present results of a first study that made use of our framework. We compared user experience, perceived usefulness and perceived ease of use between three different xR device types in a multi-user experience. Results are presented and discussed.

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Tümler, J., Toprak, A., & Yan, B. (2022). Multi-user Multi-platform xR Collaboration: System and Evaluation. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 13317 LNCS, pp. 74–93). Springer Science and Business Media Deutschland GmbH. https://doi.org/10.1007/978-3-031-05939-1_6

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