PassengXR: A Low Cost Platform for Any-Car, Multi-User, Motion-Based Passenger XR Experiences
Authors
Document Title
PassengXR: A Low Cost Platform for Any-Car, Multi-User, Motion-Based Passenger XR Experiences
Document Information
- Subject Area: Virtual Reality (VR), Augmented Reality (AR), Extended Reality (XR), In-Vehicle Technology
- Keywords: Mixed Reality, Extended Reality, In-Vehicle Applications, Toolkit, Multi-User, Reference Framework, Position Tracking, Unity Development
Research Background and Problem
-
Problems or Challenges:
- Traditional in-vehicle XR systems face high development costs (e.g., driving simulators or equipment procurement), tracking stability issues, and practical difficulties in real-time design testing. Moreover, existing systems often require constrained experimental environments, which differ significantly from real driving scenarios.
- Most current platforms are limited to PC VR devices, which are expensive, and most headsets experience drift issues in dynamic vehicle environments.
-
Research Importance:
- With the rise of autonomous vehicles, passenger travel time can be utilized for leisure, entertainment, or productivity activities, making the design of low-cost and highly mobile in-vehicle XR essential. For researchers and developers, a solution compatible with more vehicles and offering high portability is critical to advancing in-vehicle XR technology.
-
Research Motivation and Related Work:
- Studies on in-vehicle XR experiences, such as CarVR and Holoride, have demonstrated preliminary applications based on vehicle motion and sensor data but face several limitations: limited device support, poor compatibility, and lack of multi-user functionality.
- Therefore, it is necessary to innovate a technical platform that is widely compatible with different vehicle models and usage scenarios while reducing technical barriers and hardware costs.
Solution
-
Method or Solution:
- Introduce PassengXR, an open-source and low-cost platform that allows designers to develop multi-user in-vehicle XR experiences based on Unity.
- Key technologies include IMU (Inertial Measurement Unit) sensors, OBD-II vehicle ports, GNSS/GPS, and wireless transmission of live or recorded vehicle data.
-
Innovations:
- Enable multi-user real-time sensing and playback of vehicle motion data (IMU orientation, OBD-II speed, and global positioning).
- Include built-in tools for headset alignment and correction to address drift issues.
- Provide Unity configuration support for any vehicle and multi-user functionality.
- Offer laboratory recording and playback tools, allowing researchers to develop based on real driving data without requiring a physical vehicle.
-
Implementation Steps and Key Technologies:
-
Hardware Design:
- Use Arduino ESP32 modules, IMU, OBD-II, and GNSS sensors to collect and broadcast vehicle motion data.
- Client devices include Pico Neo 3 Pro headsets, receiving vehicle data via USB or Wi-Fi.
-
Software Development:
- Utilize the Unity Motion Platform framework combined with Protobuf protocol to parse sensor data.
- Provide various solutions for vehicle-headset alignment and drift correction.
-
Core Features:
- Support dynamic alignment, IMU drift correction, and multi-user shared in-vehicle experiences.
- Support recording and playback of real driving data to achieve "immersive development simulation."
-
Compatibility Enhancement:
- Unity plugins compatible with various headset devices, such as Pico, HTC Vive, and even open AR device integration.
-
Research Outcomes
-
Specific Results:
- Successfully developed and deployed a low-cost in-vehicle XR platform, with hardware costs ranging from $480 to $1000 (significantly lower than most market solutions).
- Provided three dedicated developer scenarios, including entertainment, information workspace, and multi-user environments.
- Offered three sets of real driving record data for future experiments and design use.
-
Advantages Compared to Existing Solutions:
- Supports any in-vehicle XR headset device, overcoming the dependency of commercial services like Holoride on specific vehicle models and devices.
- Provides IMU drift dynamic correction tools and a developer-friendly toolchain, offering stronger sharing and openness.
-
Experimental or Evaluation Results:
- Tested drift issues on multiple headset devices, with Pico Neo 3 Pro showing the best performance, minimal drift (~7.3°~22 minutes).
- Successfully implemented multi-user collaboration, dynamic environment binding, and real-time vehicle content recording and playback.
-
Limitations and Future Directions:
- Currently supports only 3DoF headset tracking; high-end 6DoF devices like Meta Quest still face tracking drift issues.
- OBD-II speed sampling frequency is constrained by vehicle models, with older vehicles potentially experiencing sensor issues.
- Comprehensive user experience testing has not yet been conducted; future versions should enhance usability evaluations for designers and users.
- Future expansions should consider support for LiDAR, AR glasses, and other smart devices, as well as compatibility development with public transportation systems.
Conclusion
PassengXR lowers the barrier for in-vehicle XR development through groundbreaking design. Its open-source and modular strategy will contribute to future research and implementation of autonomous driving and in-vehicle interaction interfaces. In the long term, standardization, ecosystem extensibility, and improvements in 6DoF support remain critical goals.
Research Questions / Practical Problems
Question signals indexed for this paper.
Research Questions
3- How can a low-cost, open-source, multi-user in-vehicle XR platform be built to support diverse vehicles and XR devices?Category: XR and Autonomous Vehicle Interaction InterfacesSimilar questionsarrow_forward
- How can head-mounted display drift in dynamic vehicle environments be resolved while enabling real-time sharing of in-vehicle motion data?Category: XR and Autonomous Vehicle Interaction InterfacesSimilar questionsarrow_forward
- How can in-vehicle XR developers effectively use real driving data for simulation-based development?Category: XR and Autonomous Vehicle Interaction InterfacesSimilar questionsarrow_forward
Practical Problems
1- In-vehicle XR systems are costly, suffer from severe device drift, and lack multi-user support.Category: XR and Autonomous Vehicle Interaction InterfacesSimilar questionsarrow_forward
- 100%
I Want to Break Free: Enabling User-Applied Active Locomotion in In-Car VR through Contextual Cues
CHI '25· Motion Sickness & Passenger Experience +2
- 67%
PlaneVR: Social Acceptability of Virtual Reality for Aeroplane Passengers
CHI '19· Motion Sickness & Passenger Experience +1
- 67%
The Effect of Field-of-View Restriction on Sex Bias in VR Sickness and Spatial Navigation Performance
CHI '19· Motion Sickness & Passenger Experience +1
- 67%
Mixed Reality Remote Collaboration Combining 360 Video and 3D Reconstruction
CHI '19· Social & Collaborative VR +1
- 67%
Improving Humans' Ability to Interpret Deictic Gestures in Virtual Reality
CHI '20· Social & Collaborative VR +1
- 67%
Dynamic Field of View Restriction in 360º Video: Aligning Optical Flow and Visual SLAM to Mitigate VIMS
CHI '21· Motion Sickness & Passenger Experience +1
- 67%
Phonetroller: Visual Representations of Fingers for Precise Touch Input when using a Phone in VR
CHI '21· Social & Collaborative VR +1
- 67%
A Critical Assessment of the Use of SSQ as a Measure of General Discomfort in VR Head-Mounted Displays
CHI '21· Motion Sickness & Passenger Experience +1
- 67%
Mixing in Reverse Optical Flow to Mitigate Vection and Simulation Sickness in Virtual Reality
CHI '22· Motion Sickness & Passenger Experience +1
- 67%
SkyPort: Investigating 3D Teleportation Methods in Virtual Environments
CHI '22· Social & Collaborative VR +1
Based on Jaccard similarity of research subtopics & professions (≥60%)