VR Research Papers

Research Papers

Collaborative AR

Investigating the Impact of Virtual Element Misalignment in Collaborative Augmented Reality Experiences

Francesco Vona, Sina Hinzmann, Michael Stern, et al. - arXiv preprint, 2024 - arxiv.org

"This article investigates how the user experience in a collaborative shared AR space is affected by divergent perceptions of virtual objects... Results indicate that positional synchrony significantly enhances the quality of the collaborative experience."

eCAR: Edge-assisted Collaborative Augmented Reality Framework

Jinwoo Jeon, Woontack Woo - arXiv preprint, 2024 - arxiv.org

"We propose a novel edge-assisted multi-user collaborative augmented reality framework in a large indoor environment... We evaluate the system quantitatively and qualitatively, demonstrating its effectiveness in reducing network traffic and latency."

AR

Design Patterns for Situated Visualization in Augmented Reality

B. Lee, M. Sedlmair, D. Schmalstieg - arXiv preprint, 2023 - arxiv.org

In this work, we leverage the richness of AR research and apply it to situated visualization. We derive design patterns which summarize common approaches of visualizing data in situ. The design patterns are based on a survey of 293 papers published in the AR and visualization communities, as well as our own expertise...We conclude by discussing future research directions that will help establish a complete understanding of the design of situated visualization, including the role of interactivity, tasks, and workflows.

Exploring Multi-Window AR User Experience

M. Chen, K. Williams - Frontiers in Virtual Reality, 2023 - frontiers.org

This study explores the perceptions and user experience of individuals when interacting with and maneuvering in a multi-window augmented reality environment, using a range of hand-tracking interactions...The results provide both qualitative and quantitative insights into these interactions, highlighting the impact of perceived usability, subjective user experience, perceived difficulty, and perceived workload on task completion.

SpatialTouch: Exploring Spatial Data Visualizations in Cross-Reality

L. Zhao, T. Isenberg, F. Xie, H.-N. Liang, L. Yu - arXiv preprint, 2024 - arxiv.org

We propose and study a novel cross-reality environment that seamlessly integrates a monoscopic 2D surface (an interactive screen with touch and pen input) with a stereoscopic 3D space (an augmented reality HMD) to jointly host spatial data visualizations. This innovative approach combines the best of two conventional methods of displaying and manipulating spatial 3D data, enabling users to fluidly explore diverse visual forms using tailored interaction techniques.

Augmented Virtual Reality in Data Visualization

J. C. Teixeira, R. M. Coelho, P. B. de Oliveira - Lecture Notes in Computer Science, 2022 - springer.com

As a result of data being collected daily at high speeds, it becomes extremely important for organizations to analyze it in real-time to be a decisive factor in successful decision-making. Therefore, real-time decision based on real-time generated data is seen by organizations as a decisive factor for successful decision-making...Thus, this paper focuses on exploring Augmented Reality capabilities to optimize the traditional data visualization methods to support real-time decision-making.

Collaborative VR

B Lee, M Cordeil, A Prouzeau, T Dwyer - Proceedings of the 2019 ACM …, 2019 - dl.acm.org

We present FIESTA, a prototype system for collaborative immersive analytics (CIA). In

contrast to many existing CIA prototypes, FIESTA allows users to collaboratively work

together wherever and however they wish---untethered from mandatory physical display …

  Cited by 1 Related articles All 3 versions

B Lee, X Hu, M Cordeil, A Prouzeau… - … on Visualization and …, 2020 - ieeexplore.ieee.org

Immersive technologies offer new opportunities to support collaborative visual data analysis

by providing each collaborator a personal, high-resolution view of a flexible shared

visualisation space through a head mounted display. However, most prior studies of …

  Cited by 1 All 7 versions

T Piumsomboon, Y Lee, G Lee… - SIGGRAPH Asia 2017 …, 2017 - dl.acm.org

We present CoVAR, a novel remote collaborative system combining Augmented Reality

(AR), Virtual Reality (VR) and natural communication cues to create new types of

collaboration. AR user can capture and share their local environment with a remote user in …

  Cited by 45 Related articles All 2 versions

D Geszten, A Komlódi, K Hercegfi, B Hámornik… - 2018 - scholarworks.iupui.edu

… We first review previous literature about important usability issues related to collaborative

3D virtual environments, supplemented with our research in which we conducted 122

interviews after participants solved a collaborative virtual reality task …

  Cited by 22 Related articles All 5 versions 

SW Greenwald, A Kulik, A Kunert, S Beck, B Fröhlich… - 2017 - 45.55.127.102

In this symposium we explore the immense potential for virtual reality to be applied in

educational settings. We discuss recent technological developments against a backdrop of

several decades of research. Six presentations, including four from academic authors and …

  Cited by 89 Related articles All 8 versions 

M Hudák, Š Korečko, B Sobota - 2020 11th IEEE International …, 2020 - ieeexplore.ieee.org

… it should not be a problem to include applications for sharing and collaborating on desired … Interface

(ACFI) [30], which allows VR and MR users to collaborate within one … Enhancing team interaction

and cross-platform access in web-based collaborative virtual environments," In …

SW Greenwald, W Corning, P Maes - 2017 - dspace.mit.edu

We present CocoVerse, a shared immersive virtual reality environment in which users

interact with each other and create and manipulate virtual objects using a set of hand-based

tools. Simple, intuitive interfaces make the application easy to use, and its flexible toolset …

  Cited by 25 Related articles All 7 versions 

SW Greenwald, Z Wang, M Funk, P Maes - International Conference on …, 2017 - Springer

Room-scale virtual reality (VR) holds great potential as a medium for communication and

collaboration in remote and same-time, same-place settings. Related work has established

that movement realism can create a strong sense of social presence, even in the absence of …

  Cited by 24 Related articles All 11 versions

SNB Gunkel, HM Stokking, MJ Prins… - Proceedings of the 9th …, 2018 - dl.acm.org

ABSTRACT Virtual Reality (VR) and 360-degree video are set to become part of the future

social environment, enriching and enhancing the way we share experiences and

collaborate remotely. While Social VR applications are getting more momentum, most …

  Cited by 16 Related articles All 4 versions 

M Sra, X Xu, P Maes - … of the 23rd ACM Symposium on Virtual Reality …, 2017 - dl.acm.org

GalVR is a navigation interface that uses galvanic vestibular stimulation (GVS) during

walking to cause users to turn from their planned trajectory. We explore GalVR for

collaborative navigation in a two-player virtual reality (VR) game. The interface affords a …

  Cited by 7 Related articles All 5 versions

D Clergeaud, JS Roo, M Hachet, P Guitton - … on Virtual Reality Software …, 2017 - dl.acm.org

Virtual Reality allows rapid prototyping and simulation of physical artefacts, which would be

difficult and expensive to perform otherwise. On the other hand, when the design process is

complex and involves multiple stakeholders, decisions are taken in meetings hosted in the …

  Cited by 18 Related articles All 46 versions