Pub Date : 2014-03-30DOI: 10.1109/3DCVE.2014.7160933
Rozenn Bouville Berthelot, Thomas Lopez, Florian Nouviale, V. Gouranton, B. Arnaldi
Collaboration and interaction between users and virtual humans in virtual environments is a crucial challenge, notably for Collaborative Virtual Environments for Training (CVET). A training procedure, indeed, often involves several actors: trainees, teammates and many times a trainer. Yet, a major benefit of CVET is to propose to users to be trained even if the required number of person needed by the procedure is not available. Therefore, almost every CVET use autonomous virtual humans to replace the missing person. In this paper, we present the main results of our project that aims at improving the effective collaboration between users and virtual humans involved in a complex task within CVET. Using an entity called the ”Shell”, we are able to wrap the features common to both users and virtual humans. It gives us an abstraction level to pool the management of the main processes useful to control an avatar, interact with the environment and gather knowledge from a CVET. Besides, the Shell allows seamless exchange of avatars during a procedure. Thanks to the Shell, the exchange can be carried out at any time during a task while preserving all the data associated to a role in a procedure.
{"title":"An interaction abstraction model for seamless avatar exchange in CVET","authors":"Rozenn Bouville Berthelot, Thomas Lopez, Florian Nouviale, V. Gouranton, B. Arnaldi","doi":"10.1109/3DCVE.2014.7160933","DOIUrl":"https://doi.org/10.1109/3DCVE.2014.7160933","url":null,"abstract":"Collaboration and interaction between users and virtual humans in virtual environments is a crucial challenge, notably for Collaborative Virtual Environments for Training (CVET). A training procedure, indeed, often involves several actors: trainees, teammates and many times a trainer. Yet, a major benefit of CVET is to propose to users to be trained even if the required number of person needed by the procedure is not available. Therefore, almost every CVET use autonomous virtual humans to replace the missing person. In this paper, we present the main results of our project that aims at improving the effective collaboration between users and virtual humans involved in a complex task within CVET. Using an entity called the ”Shell”, we are able to wrap the features common to both users and virtual humans. It gives us an abstraction level to pool the management of the main processes useful to control an avatar, interact with the environment and gather knowledge from a CVET. Besides, the Shell allows seamless exchange of avatars during a procedure. Thanks to the Shell, the exchange can be carried out at any time during a task while preserving all the data associated to a role in a procedure.","PeriodicalId":184605,"journal":{"name":"2014 International Workshop on Collaborative Virtual Environments (3DCVE)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-03-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128294594","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2014-03-30DOI: 10.1109/3DCVE.2014.7160929
Morgan Le Chénéchal, B. Arnaldi, Thierry Duval, V. Gouranton, J. Royan
This paper aims to raise the question : ”How much 3D bimanual interaction techniques can be useful to the design of collaborative interaction techniques in the field of Collaborative Virtual Environment (CVE)?”. Indeed, CVE involve the use of complex interaction techniques based on specific collaborative metaphors. The design of these metaphors may be a difficult task because it has to deal with collaborative issues that came from sparse research areas (Human-Computer Interfaces, Human-Human Interactions, Networking, Physiology and Social Psychology). Metaphors for bimanual interactions have been developed for a while essentially because it is a widely spread area of interest for common tasks. Bimanual interactions involve the use of both hands of the user in a collaborative way in order to achieve a goal with better performances compared to uni-manual interactions thanks to a natural skill that is proprioception. This collaborative aspect could certainly be a helpful entry point in the design of efficient collaborative interaction techniques extended from improved bimanual metaphors. However, the proprioceptive sense cannot be considered in the same way, and additional features must be proposed to be able to collaborate efficiently. Thus, awareness is a key to let CVE be usable and the availability of collaborative feedbacks is essential to extend bimanual interactions toward collaborative ones. In this paper, we based our study on existing work on bimanual and collaborative interaction techniques trying to draw similarities between them. We emphasize common points between both fields that could be useful to better design both metaphors and awareness in CVE.
{"title":"From 3d bimanual toward distant collaborative interaction techniques: an awareness issue","authors":"Morgan Le Chénéchal, B. Arnaldi, Thierry Duval, V. Gouranton, J. Royan","doi":"10.1109/3DCVE.2014.7160929","DOIUrl":"https://doi.org/10.1109/3DCVE.2014.7160929","url":null,"abstract":"This paper aims to raise the question : ”How much 3D bimanual interaction techniques can be useful to the design of collaborative interaction techniques in the field of Collaborative Virtual Environment (CVE)?”. Indeed, CVE involve the use of complex interaction techniques based on specific collaborative metaphors. The design of these metaphors may be a difficult task because it has to deal with collaborative issues that came from sparse research areas (Human-Computer Interfaces, Human-Human Interactions, Networking, Physiology and Social Psychology). Metaphors for bimanual interactions have been developed for a while essentially because it is a widely spread area of interest for common tasks. Bimanual interactions involve the use of both hands of the user in a collaborative way in order to achieve a goal with better performances compared to uni-manual interactions thanks to a natural skill that is proprioception. This collaborative aspect could certainly be a helpful entry point in the design of efficient collaborative interaction techniques extended from improved bimanual metaphors. However, the proprioceptive sense cannot be considered in the same way, and additional features must be proposed to be able to collaborate efficiently. Thus, awareness is a key to let CVE be usable and the availability of collaborative feedbacks is essential to extend bimanual interactions toward collaborative ones. In this paper, we based our study on existing work on bimanual and collaborative interaction techniques trying to draw similarities between them. We emphasize common points between both fields that could be useful to better design both metaphors and awareness in CVE.","PeriodicalId":184605,"journal":{"name":"2014 International Workshop on Collaborative Virtual Environments (3DCVE)","volume":"41 6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-03-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132160261","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2014-03-30DOI: 10.1109/3DCVE.2014.7160931
Wilson J. Sarmiento, Anderson Maciel, L. Nedel, C. Collazos
Collaborative virtual environments (CVE) are usually evaluated according to the following aspects: cohesion between team members, implicit communication, and task performance. The degree of user awareness is another important aspect that deserves attention, especially when the CVE is 3D and immersive. 3DCVEs have the main goal of attaining a high degree of teamwork by exposing the team members to a suitable level of immersion that normally involves the stimulus of more than one sense, normally vision, hearing and touch. In this work, we present and discuss a new approach to measure the collaboration degree in immersive 3DCVEs. User awareness is measured by monitoring the use of the interaction and visualization schemes provided by the VE from different points of view, such as self awareness in a collaborative team, awareness of the other, and awareness of the work group. We conducted a case study where two users simultaneously immersed in the same VE were invited to walk together, assuming different roles. One user was invited to guide his colleague and, afterwards, the roles were swapped to guarantee equal participation, individual responsibility and positive interdependence, which are all mandatory features in a collaborative task.
{"title":"Measuring the collaboration degree in immersive 3D collaborative virtual environments","authors":"Wilson J. Sarmiento, Anderson Maciel, L. Nedel, C. Collazos","doi":"10.1109/3DCVE.2014.7160931","DOIUrl":"https://doi.org/10.1109/3DCVE.2014.7160931","url":null,"abstract":"Collaborative virtual environments (CVE) are usually evaluated according to the following aspects: cohesion between team members, implicit communication, and task performance. The degree of user awareness is another important aspect that deserves attention, especially when the CVE is 3D and immersive. 3DCVEs have the main goal of attaining a high degree of teamwork by exposing the team members to a suitable level of immersion that normally involves the stimulus of more than one sense, normally vision, hearing and touch. In this work, we present and discuss a new approach to measure the collaboration degree in immersive 3DCVEs. User awareness is measured by monitoring the use of the interaction and visualization schemes provided by the VE from different points of view, such as self awareness in a collaborative team, awareness of the other, and awareness of the work group. We conducted a case study where two users simultaneously immersed in the same VE were invited to walk together, assuming different roles. One user was invited to guide his colleague and, afterwards, the roles were swapped to guarantee equal participation, individual responsibility and positive interdependence, which are all mandatory features in a collaborative task.","PeriodicalId":184605,"journal":{"name":"2014 International Workshop on Collaborative Virtual Environments (3DCVE)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-03-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125236630","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2014-03-30DOI: 10.1109/3DCVE.2014.7160928
Thi Thuong Huyen Nguyen, Thierry Duval
In the domain of Collaborative Virtual Environments (CVEs), many virtual worlds, frameworks and techniques are built based on a specific and direct purpose. There is not a general and still good and efficient enough solution for all the collaborative systems. Depending on the purpose of the collaborative work, the techniques of interaction and of manipulation change from one application to another. Despite this difference between interaction techniques, they always benefit greatly from awareness features that help in explicating implicit knowledge related to one's own and others' working activities as well as to virtual workspace. In addition, people in CVEs also use communication channels to negotiate shared understandings of task goals, of task decomposition and of task progress. Therefore, awareness and communication are usually considered as “instruments” to complete collaborative tasks in the environment. However, few research work have been devoted to improving the awareness and the communication channels in CVEs for a better collaboration between users. In this paper, we will study the importance of awareness and communication in collaborative virtual environments. We will investigate different kinds of awareness which need to be carefully designed. We will also discuss different communication means and how to cope with this diversity, so we can benefit from the availability of different peripheral devices and can find an effective communication means to work together. Finally, we will make some propositions to overcome these actual limitations of CVEs.
{"title":"A survey of communication and awareness in collaborative virtual environments","authors":"Thi Thuong Huyen Nguyen, Thierry Duval","doi":"10.1109/3DCVE.2014.7160928","DOIUrl":"https://doi.org/10.1109/3DCVE.2014.7160928","url":null,"abstract":"In the domain of Collaborative Virtual Environments (CVEs), many virtual worlds, frameworks and techniques are built based on a specific and direct purpose. There is not a general and still good and efficient enough solution for all the collaborative systems. Depending on the purpose of the collaborative work, the techniques of interaction and of manipulation change from one application to another. Despite this difference between interaction techniques, they always benefit greatly from awareness features that help in explicating implicit knowledge related to one's own and others' working activities as well as to virtual workspace. In addition, people in CVEs also use communication channels to negotiate shared understandings of task goals, of task decomposition and of task progress. Therefore, awareness and communication are usually considered as “instruments” to complete collaborative tasks in the environment. However, few research work have been devoted to improving the awareness and the communication channels in CVEs for a better collaboration between users. In this paper, we will study the importance of awareness and communication in collaborative virtual environments. We will investigate different kinds of awareness which need to be carefully designed. We will also discuss different communication means and how to cope with this diversity, so we can benefit from the availability of different peripheral devices and can find an effective communication means to work together. Finally, we will make some propositions to overcome these actual limitations of CVEs.","PeriodicalId":184605,"journal":{"name":"2014 International Workshop on Collaborative Virtual Environments (3DCVE)","volume":"13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-03-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116677967","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2014-03-30DOI: 10.1109/3DCVE.2014.7160934
S. Pick, Sascha Gebhardt, B. Weyers, B. Hentschel, T. Kuhlen
In the recent past, efforts have been made to adopt immersive virtual reality (IVR) systems as a means for design reviews in factory layout planning. While several solutions for this scenario have been developed, their integration into existing planning workflows has not been discussed yet. From our own experience of developing such a solution, we conclude that the use of IVR systems-like CAVEs-is rather disruptive to existing workflows. One major reason for this is that IVR systems are not available everywhere due to their high costs and large physical footprint. As a consequence, planners have to travel to sites offering such systems which is especially prohibitive as planners are usually geographically dispersed. In this paper, we present a concept for integrating IVR systems into the factory planning process by means of a 3D collaborative virtual environment (3DCVE) without disrupting the underlying planning workflow. The goal is to combine non-immersive and IVR systems to facilitate collaborative walkthrough sessions. However, this scenario poses unique challenges to interactive collaborative work that to the best of our knowledge have not been addressed so far. In this regard, we discuss approaches to viewpoint sharing, telepointing and annotation support that are geared towards distributed heterogeneous 3DCVEs.
{"title":"A 3D collaborative virtual environment to integrate immersive virtual reality into factory planning processes","authors":"S. Pick, Sascha Gebhardt, B. Weyers, B. Hentschel, T. Kuhlen","doi":"10.1109/3DCVE.2014.7160934","DOIUrl":"https://doi.org/10.1109/3DCVE.2014.7160934","url":null,"abstract":"In the recent past, efforts have been made to adopt immersive virtual reality (IVR) systems as a means for design reviews in factory layout planning. While several solutions for this scenario have been developed, their integration into existing planning workflows has not been discussed yet. From our own experience of developing such a solution, we conclude that the use of IVR systems-like CAVEs-is rather disruptive to existing workflows. One major reason for this is that IVR systems are not available everywhere due to their high costs and large physical footprint. As a consequence, planners have to travel to sites offering such systems which is especially prohibitive as planners are usually geographically dispersed. In this paper, we present a concept for integrating IVR systems into the factory planning process by means of a 3D collaborative virtual environment (3DCVE) without disrupting the underlying planning workflow. The goal is to combine non-immersive and IVR systems to facilitate collaborative walkthrough sessions. However, this scenario poses unique challenges to interactive collaborative work that to the best of our knowledge have not been addressed so far. In this regard, we discuss approaches to viewpoint sharing, telepointing and annotation support that are geared towards distributed heterogeneous 3DCVEs.","PeriodicalId":184605,"journal":{"name":"2014 International Workshop on Collaborative Virtual Environments (3DCVE)","volume":"45 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-03-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125425385","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2014-03-30DOI: 10.1109/3DCVE.2014.7160930
C. Pontonnier, Thierry Duval, G. Dumont
The aim of this paper is to define the role and duties of a design engineer involved in a collaborative ergonomic design session supported by a 3D collaborative virtual environment. For example, such a session can be used to adapt the manual task an operator must achieve in the context of an industrial assembly line. We first present the interest of such collaborative sessions. Then we present a related work explaining the need of proper 3DCVE and metaphors to obtain efficient collaborative ergonomic design sessions. Then, after a short definition of the role of the engineer in such sessions, we propose a use case highlighting the type of metaphor such engineers need to have to be efficient in such a framework. Discussion and future works ends the paper.
{"title":"Collaborative virtual environments for ergonomics: embedding the design engineer role in the loop","authors":"C. Pontonnier, Thierry Duval, G. Dumont","doi":"10.1109/3DCVE.2014.7160930","DOIUrl":"https://doi.org/10.1109/3DCVE.2014.7160930","url":null,"abstract":"The aim of this paper is to define the role and duties of a design engineer involved in a collaborative ergonomic design session supported by a 3D collaborative virtual environment. For example, such a session can be used to adapt the manual task an operator must achieve in the context of an industrial assembly line. We first present the interest of such collaborative sessions. Then we present a related work explaining the need of proper 3DCVE and metaphors to obtain efficient collaborative ergonomic design sessions. Then, after a short definition of the role of the engineer in such sessions, we propose a use case highlighting the type of metaphor such engineers need to have to be efficient in such a framework. Discussion and future works ends the paper.","PeriodicalId":184605,"journal":{"name":"2014 International Workshop on Collaborative Virtual Environments (3DCVE)","volume":"46 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-03-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126312157","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2014-03-30DOI: 10.1109/3DCVE.2014.7160932
Dongsik Jo, Ki-Hong Kim, G. Kim
With the advent of inexpensive depth sensors and more viable methods for human tracking, traditional 2D tele-conference systems are evolving into one that is AR and 3D teleportation based. Compared to the traditional tele-conference systems which offer only flat 2D upper body imageries and mostly a fixed view point (and inconsistent gaze directions), an AR tele-conference with 3D teleported avatars would be more natural and realistic, and can give an enhanced and immersive communication experience. This paper presents an AR based 3D tele-conference prototype with a method to adapt the motion of the teleported avatar to the physical configuration of the other site. The adaptation is needed due to the differences in the physical environments between two sites where the human controller is interacting at one (e.g. sitting on a low chair) and the avatar is being displayed at the other (e.g. augmented on a high chair). The adaptation technique is based on preserving a particular spatial property among the avatar and its interaction objects between the two sites. The spatial relationship is pre-established between the important joint positions of the user/avatar and carefully selected points on the environment interaction objects. The motions of the user transmitted to the other site are then modified in real time considering the “changed” environment object and by preserving the spatial relationship as much as possible. We have developed a test prototype to demonstrate our approach using the Kinect-based human tracking and a video see-through head-mounted display.
{"title":"Avatar motion adaptation for AR based 3D tele-conference","authors":"Dongsik Jo, Ki-Hong Kim, G. Kim","doi":"10.1109/3DCVE.2014.7160932","DOIUrl":"https://doi.org/10.1109/3DCVE.2014.7160932","url":null,"abstract":"With the advent of inexpensive depth sensors and more viable methods for human tracking, traditional 2D tele-conference systems are evolving into one that is AR and 3D teleportation based. Compared to the traditional tele-conference systems which offer only flat 2D upper body imageries and mostly a fixed view point (and inconsistent gaze directions), an AR tele-conference with 3D teleported avatars would be more natural and realistic, and can give an enhanced and immersive communication experience. This paper presents an AR based 3D tele-conference prototype with a method to adapt the motion of the teleported avatar to the physical configuration of the other site. The adaptation is needed due to the differences in the physical environments between two sites where the human controller is interacting at one (e.g. sitting on a low chair) and the avatar is being displayed at the other (e.g. augmented on a high chair). The adaptation technique is based on preserving a particular spatial property among the avatar and its interaction objects between the two sites. The spatial relationship is pre-established between the important joint positions of the user/avatar and carefully selected points on the environment interaction objects. The motions of the user transmitted to the other site are then modified in real time considering the “changed” environment object and by preserving the spatial relationship as much as possible. We have developed a test prototype to demonstrate our approach using the Kinect-based human tracking and a video see-through head-mounted display.","PeriodicalId":184605,"journal":{"name":"2014 International Workshop on Collaborative Virtual Environments (3DCVE)","volume":"41 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-03-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132081249","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}