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Towards Seamless Interaction between Physical and Virtual Locations for Asymmetric Collaboration

Authors :
Pascal Guitton
Joan Sol Roo
Damien Clergeaud
Martin Hachet
Popular interaction with 3d content (Potioc)
Laboratoire Bordelais de Recherche en Informatique (LaBRI)
Université de Bordeaux (UB)-Centre National de la Recherche Scientifique (CNRS)-École Nationale Supérieure d'Électronique, Informatique et Radiocommunications de Bordeaux (ENSEIRB)-Université de Bordeaux (UB)-Centre National de la Recherche Scientifique (CNRS)-École Nationale Supérieure d'Électronique, Informatique et Radiocommunications de Bordeaux (ENSEIRB)-Inria Bordeaux - Sud-Ouest
Institut National de Recherche en Informatique et en Automatique (Inria)-Institut National de Recherche en Informatique et en Automatique (Inria)
ANR-14-CE24-0013,ISAR,Interaction en Réalité Augmentée Spatiale(2014)
Université de Bordeaux (UB)-École Nationale Supérieure d'Électronique, Informatique et Radiocommunications de Bordeaux (ENSEIRB)-Centre National de la Recherche Scientifique (CNRS)-Université de Bordeaux (UB)-École Nationale Supérieure d'Électronique, Informatique et Radiocommunications de Bordeaux (ENSEIRB)-Centre National de la Recherche Scientifique (CNRS)-Inria Bordeaux - Sud-Ouest
Source :
VRST 2017-23rd ACM Symposium on Virtual Reality Software and Technology, VRST 2017-23rd ACM Symposium on Virtual Reality Software and Technology, Nov 2017, Gothemburg, Sweden. pp.1-5, ⟨10.1145/3139131.3139165⟩, VRST
Publication Year :
2017
Publisher :
HAL CCSD, 2017.

Abstract

International audience; 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 physical world. In the case of aerospace industrial designs, the process is accelerated by having asymmetric collaboration between the two locations: experts discuss the possibilities in a meeting room while a technician immersed in VR tests the selected alternatives. According to experts, the current approach is not without limitations, and in this work, we present prototypes designed to tackle them. The described artefacts were created to address the main issues: awareness of the remote location, remote interaction and manipulation, and navigation between locations. First feedback from experts regarding the prototypes is also presented. The resulting design considerations can be used in other asymmetric collaborative scenarios.

Details

Language :
English
Database :
OpenAIRE
Journal :
VRST 2017-23rd ACM Symposium on Virtual Reality Software and Technology, VRST 2017-23rd ACM Symposium on Virtual Reality Software and Technology, Nov 2017, Gothemburg, Sweden. pp.1-5, ⟨10.1145/3139131.3139165⟩, VRST
Accession number :
edsair.doi.dedup.....beff4c627475e402bbc6ccccaf59299b
Full Text :
https://doi.org/10.1145/3139131.3139165⟩