VRception: Rapid Prototyping of Cross-Reality Systems in Virtual Reality
Honorable MentionAuthors
Title of the Paper
VRception: Rapid Prototyping of Cross-Reality Systems in Virtual Reality
Paper Information
- Domain: Virtual Reality (VR) and Cross-Reality System Interaction
- Keywords: Prototyping, Cross-Reality Systems, Virtual Reality, Augmented Reality, Transition Interfaces, Collaborative Interaction, Mixed Reality Toolkit
Research Background and Issues
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Problems and Challenges:
- Cross-Reality systems enable users to transition along the Reality-Virtuality Continuum or collaborate with users utilizing systems of varying degrees of virtualization. However, developing these systems requires complex technical skills, significant time investment, and expensive hardware support.
- Current hardware prototyping is costly and has numerous limitations (e.g., weight, stability), while technical requirements like calibration raise the entry barrier for research and development.
- The lack of rapid and low-cost prototyping tools restricts accessibility and efficiency in this research field.
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Significance:
- Cross-Reality systems enhance the connectivity between virtual and real-world interactions, improving user experience and collaboration.
- Providing affordable and rapid prototyping tools would make the research field more accessible to scholars and developers with limited resources or technical expertise, fostering innovation in this domain.
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Research Motivation and Related Work:
- Existing design tools (e.g., Unity, Unreal Engine) require advanced 3D programming skills, posing significant challenges for non-technical users.
- Virtual reality has been utilized to study physical objects and analyze user behavior, but research often focuses on single-layer virtual-real interaction, neglecting the multi-layered support required for Cross-Reality design and experimentation.
Solution
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Methods and Solutions:
- Introduced the concept of VRception: simulating the entire Reality-Virtuality Continuum within VR to enable rapid prototyping of Cross-Reality systems through software.
- Developed the VRception Toolkit, which provides two prototyping environments:
- A WYSIWYG (What You See Is What You Get) editor within VR, requiring no hardware or coding expertise from users.
- A Unity 3D environment supporting advanced feature customization.
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Innovations:
- Simulated transitions from reality to virtual environments within VR, eliminating hardware calibration and physical constraints.
- Supported multi-user and remote collaboration, allowing users to design synchronously and experience transition interfaces in real time.
- Introduced an extensible object library (e.g., monitors, projectors, 3D shapes), offering researchers flexibility.
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Implementation Steps and Techniques:
- Within the VR environment, users select virtual objects through the interface and configure their position, size, and interaction behavior.
- Provided a "Reality-Virtual Slider" feature to dynamically adjust the transition degree between reality and virtuality.
- Offered Unity scripts enabling developers to extend the toolkit's functionality and add new prototype objects.
- Supported remote collaboration and repeated experiments via network synchronization, voice communication, and replay features.
Research Outcomes
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Specific Results:
- Successfully simulated and re-implemented six Cross-Reality system research prototypes, including various interaction methods such as monitors and projectors.
- Users were able to complete Cross-Reality system prototypes in an average of less than 8 minutes using the VRception Toolkit.
- Experts and developers acknowledged the toolkit's ability to replicate core functions of existing systems and significantly improve prototype iteration speed.
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Advantages Over Existing Solutions:
- Eliminated the complexity of physical hardware prototyping, reducing dependency on hardware and calibration.
- Provided a low-cost, rapid, and scalable research platform.
- Supported multi-user collaboration and remote design within VR, which was rarely seen in previous systems.
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Experimental and Evaluation Results:
- Expert interviews and the re-implementation process validated the toolkit's functionality.
- In design workshops, participants quickly learned and completed tasks, with positive feedback on the toolkit's usability (SUS score of 76.6, categorized as "Good").
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Limitations and Future Directions:
- Simulating reality within VR may still differ from real-world environments, including the absence of haptic feedback and inaccuracies from scanning real objects.
- The current asset library is limited, primarily focusing on monitors and projectors, requiring expansion to support more diverse prototype design elements.
- Further research is needed to investigate the validity transfer of experimental results obtained using the toolkit to real-world environments.
Research Questions / Practical Problems
Question signals indexed for this paper.
Research Questions
3- How can the reality-virtuality continuum be simulated in virtual reality to rapidly prototype cross-reality systems?Category: XR Remote Collaboration and Telepresence CommunicationSimilar questionsarrow_forward
- How does the VRception toolkit support multi-user remote collaboration and real-time experience of cross-reality transition interfaces?Category: XR Remote Collaboration and Telepresence CommunicationSimilar questionsarrow_forward
- Can the VRception tool significantly lower technical barriers and time costs for cross-reality system prototyping?Category: XR Remote Collaboration and Telepresence CommunicationSimilar questionsarrow_forward
Practical Problems
1- Developing cross-reality systems requires high technical barriers, extensive time, and expensive hardware.Category: XR Remote Collaboration and Telepresence CommunicationSimilar questionsarrow_forward
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