SlideShare a Scribd company logo
1 of 71
1
Real Time Cross Platform
Collaboration Between VR & MR
Nayan Sateesh Seth
April 13th, 2017
2
Problem Statement
• Virtual Reality and Mixed Reality are fairly
new technologies that can improve
productivity multifold
• Very little research has been performed to
connect the two technologies
3
Objective of Thesis Study
• The idea of this thesis study is to develop and
test a real time collaboration system between
VR and MR
• The system works similar to a Google
document where two or more users can see
what others are doing i.e. writing, modifying,
viewing, etc
4
What is VR?
• “The computer-generated simulation of a
three-dimensional image or environment that
can be interacted with in a seemingly real or
physical way by a person using special
electronic equipment, such as a helmet with a
screen inside or gloves fitted with sensors.”
[1]
5
What is AR?
• “A technology that superimposes a computer-
generated image on a user's view of the real
world, thus providing a composite view” [2]
6
What is MR?
• “MR, sometimes referred to as hybrid reality,
is the merging of real and virtual worlds to
produce new environments and visualizations
where physical and digital objects co-exist
and interact in real time” [3]
7
Working of Multiplayer
Games
8
PLATO
• PLATO worked on a centralized server. Every
user was given a stipulated amount of time to
complete a turn, after which the turn gets
passed on to the next device. Such multi-
player games are controlled via control
signals [4]
9
Modem & Telephone Based Multiplayer
• Another multiplayer gaming mode in which
users with distinct computers and a modem
connect to telephone lines and eventually do
long distance multiplayer gaming.
• Restricted to two users [5]
10
LAN Party
• A LAN party is a gathering of two or more
people in a house, building, or campus where
they can play multiplayer games on the same
network. [6]
11
Remote Access Server Games
• Remote Access Server games represent
another mode of multiplayer gaming.
• Restricted to 16 players.
• Players with a modem can dial up to the
remote server and every player connected to
the server acts as a client who can play with
other clients connected to the server [5]
12
Online Service Multiplayer
• Online Service Multiplayer Network Games
are similar to Remote Access Server Games.
• The servers are on the Internet and make
use of TCP/IP protocol to communicate.
• This method can support as many as 100
users
13
• Centralized server with a network address
• Users need not seek each other
• Additional resources can be added to the
central sever to accommodate more players
• Centralized server takes input from user and
updates state of the game and intimates the
users
• Makes use of a database to store states [5]
14
P2P Gaming
• In P2P gaming, every user contributed to the
memory, CPU cycles and bandwidth to
manage the shared game state
• Availability and security were two major
issues with this type of Massively Multiplayer
Games. [7]
15
Distributed Multiplayer Gaming
• Distributed architecture involved use of
several severs which were geographically
distributed [8]
16
Commonality Between Multiplayer Gaming
• Client-Server architecture is used
• Client connects to a server and the sends
input to server
• Server replies back with new information
17
Methodology
18
• How are users collaborating?
• What is the group size?
• Where is everyone located?
• When are they collaborating?
• How similar are their physical environments?
• What devices are they using? [9]
19
How are Users Collaborating?
• Presentation – When a user presents content
to others but does not want others to take
control over content or modify the content
• Collaboration – When everyone collaborating
want to achieve a common goal
• Guidance – In this scenario, one of the users
helps others to solve some problem [9]
20
What is the Group Size?
• In order to ensure that the collaborative
experience is smooth, the number of
participants collaborating should be known [9]
21
Where is Everyone Located?
• Co-located: Users are in the same room.
• Remote: Users are in remote locations.
• Both: Users are co-located as well as in
remote locations.
• This further raises questions like
– What are the modes of communication?
– Does the experience need to be adapted to
the environment?
– What objects needs to be shared? [9]
22
When are they Collaborating?
• Synchronous: Users are collaborating at the
same time.
• Asynchronous: Users are collaborating at
different times.
• Both: Some users will be collaborating
synchronously and some asynchronously.
• Using this information, application can be
programmed to handle object and
environment persistence [9]
23
How Similar are their Physical
Environments?
• Similar – Environments with similar layout,
light, sound, size, etc.
• Dissimilar – Environments which do not have
similar layout, light, sound, size, etc. [9]
24
What Devices are they Using?
• Different devices from different
manufacturers have different capabilities.
• Understanding the devices user use, the
developer can limit/expand the scope of the
application [9]
25
Procedure
26
Thesis Study Parameters
• Two users will collaborate. One user will use
VR device i.e. the HTC Vive and the other
user will use a MR device i.e. Microsoft
HoloLens
• Both users will assemble a virtual chair and
eventually achieve a common goal i.e. an
assembled chair
27
• The study is conducted in the same room. So
the environment setting is same for both the
users
• Collaboration will be synchronous
• Users can communicate with each other
verbally
• Each user can assemble one object at a time
28
Workflow of Photon Unity Networking
Source: Exit Games
29
Client-Server Architecture
Source: Rice University
30
Project Setup
• Two separate Unity3D projects are created to
avoid SDK file conflicts
• PUN plugin is installed from the asset store
• For MR,
– Main Camera’s clear flags are set to solid
color and background is set to black
– Position of camera is set to x = 0, y = 0, z = 0
– Default build type is set to Windows Universal
and Virtual reality supported option is checked
31
– Based on application additional functionalities
like microphone, spatial mapping, etc, needs
to be enabled
• For VR,
– SteamVR plugin needs to be installed and the
SteamVR camera rig needs to placed in the
scene
• 3 folders namely, _Scenes, Scripts and
Resources have been created
32
PUN Preferences & Script
• App ID
• Server Location
• Auto Join Lobby
• These preferences need to be passed in the
scene. Hence, a Network Manager script is
used to intimate the scene about these
preferences.
33
Scene Controller
• Manages instantiation of objects in the scene
• Makes use of Even/Odd principle to support
the policy of alternating turns
34
Particle System
• Along with the object instantiated, a white
mesh of the object will also be instantiated at
the proposed position where the object has to
be placed
35
Game Objects
• Every object is instantiated as a network
object so that actions performed on it reflect
on the network to other users
• For obtaining network characteristics, Photon
View component is attached to each object
• A script named Network Character is
attached to observe the movements of the
object in the network
36
Game Object Handling
• Users will use functionalities of the device to
control the object
• For VR user, the controller will have a laser
pointer which the user can point at the object
and use the trigger button to select the object
• For MR user, the user will use the air-tap
gesture to select the object
37
• The user can move the object by moving the
VR controller or the MR headset
• The user has to place the object at the
position where the white mesh is positioned
• As soon as the user touches the white mesh,
OnTriggerEnter() function is called and the
object gets placed
• Count is incremented and Scene Controller
instantiates new object if any left
38
Output
39
40
Demo
41
Pre-Survey Results
42
• 71.4% of the 21 candidates had heard about
VR/AR/MR
• 19% of the 21 candidates were unsure about
VR/AR/MR
• 9.5% of the 21 participants had never heard
about it
43
• Although, 71.4% had heard about
VR/AR/MR, 47.6% of all the 21 participants
did not have any explanation for VR/AR/MR
• Only 19% of all the 21 participants gave the
correct explanation
• A few described AR as a popular application
like Pokemon Go
44
24%
14%
5%
5%
52%
Devices Previously Used
HTC Vive
Google Cardboard
Galaxy Gear VR
Microsoft HoloLens
None
45
Post-Survey Results
46
9%
4%
87%
Devices Used In Testing
HTC Vive
Microsoft HoloLens
Both
47
First Impressions
• The majority of the participants found VR and
MR as great pieces of technology.
• Most participants found VR to be comfortable
and easy to use, but there were several
participants who found MR to be confusing
and difficult.
• A few participants were surprised with the
technology
48
4.47
3.55
0
0.5
1
1.5
2
2.5
3
3.5
4
4.5
5
Usability
Device Usability
HTC Vive Microsoft HoloLens
49
Best Aspect of Usability
• For the HTC Vive, participants showed strong
affinity towards its controller
• The participants also liked that the device is
immersive and has good Field of View
• For the Microsoft HoloLens, the participants
liked the Mixed Reality the most
• Other aspects which participants liked about
the Microsoft HoloLens include wireless and
gesture capabilities
50
Difficult Aspect of Usability
• Participants expressed their disapproval
towards the HTC Vive’s ergonomics
• Participants were also scared of tripping due
to lack of access to the real world
• Participants disliked the FOV and color
imbalance in the Microsoft HoloLens
• Although, several participants liked the
gestures, there were far more participants
who disliked the gesture capabilities in MR
51
4.28
4.21
4.47
3.95
3.6
3.7
3.8
3.9
4
4.1
4.2
4.3
4.4
4.5
4.6
Survey Audio Interview
User Interface
Overall HTC Vive Microsoft HoloLens
52
UI Improvement Suggestions
• The majority of the participants suggested
addition of hints in form of text, visual
graphics or audio
• Many participants suggested content scaling
for Microsoft HoloLens
• Other suggestions included addition of
functionality, improvement in functionality,
better graphics, better use of colors, etc.
53
4.42 4.44
4.78
4.1
3.6
3.8
4
4.2
4.4
4.6
4.8
5
Survey Audio Interview
Easiness of Application
Overall HTC Vive Microsoft HoloLens
54
4.28
3.95
3.7
3.8
3.9
4
4.1
4.2
4.3
4.4
Survey Audio Interview
Easiness of Working with Partner
Overall
55
Difficult Aspects of Collaboration
• A great number of participants said that the
partner using the Microsoft HoloLens slowed
down the chair-building activity.
• The participants also said that discovering
content in VR and MR was difficult since the
entire environment setup was new to them.
• Some participants found the FOV of Microsoft
HoloLens aggravated the difficulty of content
discovery in MR
56
Easiest Aspects of Collaboration
• Although, initial coordination was difficult, the
participants found coordination to be one of
the easiest aspects of collaboration
• Majority of the participants found object
selection and placement to be easy
• Participants also liked the very fact that real-
time collaboration can be achieved in these
devices
57
Future Use
• 57.1% of the 21 participants said they would
definitely use VR and MR in the future to
collaborate
58
Discussions
59
• Many users liked MR more than VR because
they could see the real world and the virtual
world concurrently
• Poor FOV of the MR device resulted in many
users reporting a higher affinity towards VR.
• The problem which most of the users had
with VR was the clunky HMD and the wires
that kept dangling while the users were
immersed in the VR
60
• Although, the VR device provides a
chaperone, users still found themselves close
to the edge of the room-scale play area
• Several users found content discovery in VR
and MR to be difficult because of a
360˚environment
• Users found color imbalance issues in bright
lighting
61
• There is a need of better standards for UI
representation in VR and MR
• Better methods for interactivity
• However, current devices are completely
capable of delivering a minimum viable
product
• Application developed is a proof of concept
62
• Companies can use this idea and source
code and package it in different ways as per
application use case
• Additionally, new functionalities or application
working can be application use case
dependent
63
Conclusion
64
• The participants gave positive feedback
regarding collaboration in VR and MR for
futuristic use cases
• The participants found it very simple to
interact with the GameObjects in the
collaboration app
65
• New techniques will have to be developed to
make applications more self-explanatory
since content discovery is not all that easy
new users
• There are several limitations in the current
generation of VR and MR devices which
restricts people from buying it and using it for
prolong periods of time
66
• Most of these limitations are hardware
specific i.e. FOV, latency, display, etc
• Certain limitations are software specific like
gestures and voice in Microsoft HoloLens
• Additionally, these devices are highly
expensive and have limited applications
available
67
References
68
• [1] "Define Virtual Reality". [Online]. Available:
https://www.google.com/search?q=define+virt
ual+reality&oq=define+virtual+reality.
[Accessed: 07- Feb- 2017].
• [2] "Define Augmented Reality". [Online].
Available:
https://www.google.com/#q=define+augment
ed+reality. [Accessed: 07- Feb- 2017].
69
• [3] "Mixed Reality", Wikipedia. [Online].
Available:
https://en.wikipedia.org/wiki/Mixed_reality.
[Accessed: 28- Mar- 2017].
• [4] D. Woodley, "PLATO: The Emergence of
Online Community", 1994. [Online]. Available:
http://www.thinkofit.com/plato/dwplato.htm.
[Accessed: 10- Feb- 2017].
70
• [5] B. Gillam and S. James, Patent
US5964660 - network multiplayer game.
USPTO, 1997.
• [6] "LAN Party", Wikipedia. Wikimedia
Foundation, 2004.
• [7] B. Hopkins, W. Xu, H. Lu and B.
Knutsson, "Peer-to-peer support for
massively multiplayer games - IEEE Xplore
document", 2004. [Online]. Available:
71
• [8] S. Seshan, J. Pang and A. Bharambe,
"Colyseus: A Distributed Architecture for
Online Multiplayer Games", 2006.
• [9] Microsoft Hololens, "Shared Holographic
Experiences".

More Related Content

Similar to Real Time Cross Platform Collaboration Between Virtual Reality (VR) & Mixed Reality (MR)

virtual reality Information-160422181930.pdf
virtual reality Information-160422181930.pdfvirtual reality Information-160422181930.pdf
virtual reality Information-160422181930.pdf21107117
 
A Personalized Software Assistant Framework To Achieve User Goals
A Personalized Software Assistant Framework To Achieve User GoalsA Personalized Software Assistant Framework To Achieve User Goals
A Personalized Software Assistant Framework To Achieve User GoalsPradeep K. Venkatesh
 
Collaborative Virtual Reality Environment
Collaborative Virtual Reality EnvironmentCollaborative Virtual Reality Environment
Collaborative Virtual Reality EnvironmentDeepak Singh
 
The quest for Ubiquitous Computing: from Ambient Intelligence to the combinat...
The quest for Ubiquitous Computing: from Ambient Intelligence to the combinat...The quest for Ubiquitous Computing: from Ambient Intelligence to the combinat...
The quest for Ubiquitous Computing: from Ambient Intelligence to the combinat...Diego López-de-Ipiña González-de-Artaza
 
Associated IoT Technologies.pptx
Associated IoT Technologies.pptxAssociated IoT Technologies.pptx
Associated IoT Technologies.pptxtaruian
 
3D-Internet
3D-Internet 3D-Internet
3D-Internet saminaar
 
Scenario-based Serious Game to Teach about Healthcare
Scenario-based Serious Game to Teach about HealthcareScenario-based Serious Game to Teach about Healthcare
Scenario-based Serious Game to Teach about HealthcareRenée Schulz
 
Comp4010 lecture11 VR Applications
Comp4010 lecture11 VR ApplicationsComp4010 lecture11 VR Applications
Comp4010 lecture11 VR ApplicationsMark Billinghurst
 
UKSG webinar: Authentication technology update: RA21 and OpenAthens with Josh...
UKSG webinar: Authentication technology update: RA21 and OpenAthens with Josh...UKSG webinar: Authentication technology update: RA21 and OpenAthens with Josh...
UKSG webinar: Authentication technology update: RA21 and OpenAthens with Josh...UKSG: connecting the knowledge community
 
Comp4010 lecture11 VR Applications
Comp4010 lecture11 VR ApplicationsComp4010 lecture11 VR Applications
Comp4010 lecture11 VR ApplicationsMark Billinghurst
 
Cormas: Modelling for Citizens with Citizens. Building accessible and reliabl...
Cormas: Modelling for Citizens with Citizens. Building accessible and reliabl...Cormas: Modelling for Citizens with Citizens. Building accessible and reliabl...
Cormas: Modelling for Citizens with Citizens. Building accessible and reliabl...Oleksandr Zaitsev
 
Introduction to mixed reality (XR)
Introduction to mixed reality (XR)Introduction to mixed reality (XR)
Introduction to mixed reality (XR)Sanjit Singh
 

Similar to Real Time Cross Platform Collaboration Between Virtual Reality (VR) & Mixed Reality (MR) (20)

Virtual Reality
Virtual RealityVirtual Reality
Virtual Reality
 
virtual reality Information-160422181930.pdf
virtual reality Information-160422181930.pdfvirtual reality Information-160422181930.pdf
virtual reality Information-160422181930.pdf
 
A Personalized Software Assistant Framework To Achieve User Goals
A Personalized Software Assistant Framework To Achieve User GoalsA Personalized Software Assistant Framework To Achieve User Goals
A Personalized Software Assistant Framework To Achieve User Goals
 
Collaborative Virtual Reality Environment
Collaborative Virtual Reality EnvironmentCollaborative Virtual Reality Environment
Collaborative Virtual Reality Environment
 
The quest for Ubiquitous Computing: from Ambient Intelligence to the combinat...
The quest for Ubiquitous Computing: from Ambient Intelligence to the combinat...The quest for Ubiquitous Computing: from Ambient Intelligence to the combinat...
The quest for Ubiquitous Computing: from Ambient Intelligence to the combinat...
 
Contextual apps for Tizen
Contextual apps for TizenContextual apps for Tizen
Contextual apps for Tizen
 
Associated IoT Technologies.pptx
Associated IoT Technologies.pptxAssociated IoT Technologies.pptx
Associated IoT Technologies.pptx
 
Cloud computing
Cloud computingCloud computing
Cloud computing
 
3d internet ppt.pdf
3d internet ppt.pdf3d internet ppt.pdf
3d internet ppt.pdf
 
3D Internet
3D Internet3D Internet
3D Internet
 
3D Internet
3D Internet3D Internet
3D Internet
 
Generative systems
Generative systemsGenerative systems
Generative systems
 
3D-Internet
3D-Internet 3D-Internet
3D-Internet
 
Scenario-based Serious Game to Teach about Healthcare
Scenario-based Serious Game to Teach about HealthcareScenario-based Serious Game to Teach about Healthcare
Scenario-based Serious Game to Teach about Healthcare
 
Comp4010 lecture11 VR Applications
Comp4010 lecture11 VR ApplicationsComp4010 lecture11 VR Applications
Comp4010 lecture11 VR Applications
 
UKSG webinar: Authentication technology update: RA21 and OpenAthens with Josh...
UKSG webinar: Authentication technology update: RA21 and OpenAthens with Josh...UKSG webinar: Authentication technology update: RA21 and OpenAthens with Josh...
UKSG webinar: Authentication technology update: RA21 and OpenAthens with Josh...
 
Comp4010 lecture11 VR Applications
Comp4010 lecture11 VR ApplicationsComp4010 lecture11 VR Applications
Comp4010 lecture11 VR Applications
 
3D Internet
3D Internet3D Internet
3D Internet
 
Cormas: Modelling for Citizens with Citizens. Building accessible and reliabl...
Cormas: Modelling for Citizens with Citizens. Building accessible and reliabl...Cormas: Modelling for Citizens with Citizens. Building accessible and reliabl...
Cormas: Modelling for Citizens with Citizens. Building accessible and reliabl...
 
Introduction to mixed reality (XR)
Introduction to mixed reality (XR)Introduction to mixed reality (XR)
Introduction to mixed reality (XR)
 

Recently uploaded

Strategize a Smooth Tenant-to-tenant Migration and Copilot Takeoff
Strategize a Smooth Tenant-to-tenant Migration and Copilot TakeoffStrategize a Smooth Tenant-to-tenant Migration and Copilot Takeoff
Strategize a Smooth Tenant-to-tenant Migration and Copilot Takeoffsammart93
 
GenCyber Cyber Security Day Presentation
GenCyber Cyber Security Day PresentationGenCyber Cyber Security Day Presentation
GenCyber Cyber Security Day PresentationMichael W. Hawkins
 
TrustArc Webinar - Stay Ahead of US State Data Privacy Law Developments
TrustArc Webinar - Stay Ahead of US State Data Privacy Law DevelopmentsTrustArc Webinar - Stay Ahead of US State Data Privacy Law Developments
TrustArc Webinar - Stay Ahead of US State Data Privacy Law DevelopmentsTrustArc
 
🐬 The future of MySQL is Postgres 🐘
🐬  The future of MySQL is Postgres   🐘🐬  The future of MySQL is Postgres   🐘
🐬 The future of MySQL is Postgres 🐘RTylerCroy
 
Handwritten Text Recognition for manuscripts and early printed texts
Handwritten Text Recognition for manuscripts and early printed textsHandwritten Text Recognition for manuscripts and early printed texts
Handwritten Text Recognition for manuscripts and early printed textsMaria Levchenko
 
Raspberry Pi 5: Challenges and Solutions in Bringing up an OpenGL/Vulkan Driv...
Raspberry Pi 5: Challenges and Solutions in Bringing up an OpenGL/Vulkan Driv...Raspberry Pi 5: Challenges and Solutions in Bringing up an OpenGL/Vulkan Driv...
Raspberry Pi 5: Challenges and Solutions in Bringing up an OpenGL/Vulkan Driv...Igalia
 
Driving Behavioral Change for Information Management through Data-Driven Gree...
Driving Behavioral Change for Information Management through Data-Driven Gree...Driving Behavioral Change for Information Management through Data-Driven Gree...
Driving Behavioral Change for Information Management through Data-Driven Gree...Enterprise Knowledge
 
08448380779 Call Girls In Greater Kailash - I Women Seeking Men
08448380779 Call Girls In Greater Kailash - I Women Seeking Men08448380779 Call Girls In Greater Kailash - I Women Seeking Men
08448380779 Call Girls In Greater Kailash - I Women Seeking MenDelhi Call girls
 
What Are The Drone Anti-jamming Systems Technology?
What Are The Drone Anti-jamming Systems Technology?What Are The Drone Anti-jamming Systems Technology?
What Are The Drone Anti-jamming Systems Technology?Antenna Manufacturer Coco
 
Workshop - Best of Both Worlds_ Combine KG and Vector search for enhanced R...
Workshop - Best of Both Worlds_ Combine  KG and Vector search for  enhanced R...Workshop - Best of Both Worlds_ Combine  KG and Vector search for  enhanced R...
Workshop - Best of Both Worlds_ Combine KG and Vector search for enhanced R...Neo4j
 
Exploring the Future Potential of AI-Enabled Smartphone Processors
Exploring the Future Potential of AI-Enabled Smartphone ProcessorsExploring the Future Potential of AI-Enabled Smartphone Processors
Exploring the Future Potential of AI-Enabled Smartphone Processorsdebabhi2
 
Evaluating the top large language models.pdf
Evaluating the top large language models.pdfEvaluating the top large language models.pdf
Evaluating the top large language models.pdfChristopherTHyatt
 
From Event to Action: Accelerate Your Decision Making with Real-Time Automation
From Event to Action: Accelerate Your Decision Making with Real-Time AutomationFrom Event to Action: Accelerate Your Decision Making with Real-Time Automation
From Event to Action: Accelerate Your Decision Making with Real-Time AutomationSafe Software
 
Mastering MySQL Database Architecture: Deep Dive into MySQL Shell and MySQL R...
Mastering MySQL Database Architecture: Deep Dive into MySQL Shell and MySQL R...Mastering MySQL Database Architecture: Deep Dive into MySQL Shell and MySQL R...
Mastering MySQL Database Architecture: Deep Dive into MySQL Shell and MySQL R...Miguel Araújo
 
Strategies for Landing an Oracle DBA Job as a Fresher
Strategies for Landing an Oracle DBA Job as a FresherStrategies for Landing an Oracle DBA Job as a Fresher
Strategies for Landing an Oracle DBA Job as a FresherRemote DBA Services
 
How to Troubleshoot Apps for the Modern Connected Worker
How to Troubleshoot Apps for the Modern Connected WorkerHow to Troubleshoot Apps for the Modern Connected Worker
How to Troubleshoot Apps for the Modern Connected WorkerThousandEyes
 
04-2024-HHUG-Sales-and-Marketing-Alignment.pptx
04-2024-HHUG-Sales-and-Marketing-Alignment.pptx04-2024-HHUG-Sales-and-Marketing-Alignment.pptx
04-2024-HHUG-Sales-and-Marketing-Alignment.pptxHampshireHUG
 
How to Troubleshoot Apps for the Modern Connected Worker
How to Troubleshoot Apps for the Modern Connected WorkerHow to Troubleshoot Apps for the Modern Connected Worker
How to Troubleshoot Apps for the Modern Connected WorkerThousandEyes
 
08448380779 Call Girls In Friends Colony Women Seeking Men
08448380779 Call Girls In Friends Colony Women Seeking Men08448380779 Call Girls In Friends Colony Women Seeking Men
08448380779 Call Girls In Friends Colony Women Seeking MenDelhi Call girls
 
Apidays Singapore 2024 - Building Digital Trust in a Digital Economy by Veron...
Apidays Singapore 2024 - Building Digital Trust in a Digital Economy by Veron...Apidays Singapore 2024 - Building Digital Trust in a Digital Economy by Veron...
Apidays Singapore 2024 - Building Digital Trust in a Digital Economy by Veron...apidays
 

Recently uploaded (20)

Strategize a Smooth Tenant-to-tenant Migration and Copilot Takeoff
Strategize a Smooth Tenant-to-tenant Migration and Copilot TakeoffStrategize a Smooth Tenant-to-tenant Migration and Copilot Takeoff
Strategize a Smooth Tenant-to-tenant Migration and Copilot Takeoff
 
GenCyber Cyber Security Day Presentation
GenCyber Cyber Security Day PresentationGenCyber Cyber Security Day Presentation
GenCyber Cyber Security Day Presentation
 
TrustArc Webinar - Stay Ahead of US State Data Privacy Law Developments
TrustArc Webinar - Stay Ahead of US State Data Privacy Law DevelopmentsTrustArc Webinar - Stay Ahead of US State Data Privacy Law Developments
TrustArc Webinar - Stay Ahead of US State Data Privacy Law Developments
 
🐬 The future of MySQL is Postgres 🐘
🐬  The future of MySQL is Postgres   🐘🐬  The future of MySQL is Postgres   🐘
🐬 The future of MySQL is Postgres 🐘
 
Handwritten Text Recognition for manuscripts and early printed texts
Handwritten Text Recognition for manuscripts and early printed textsHandwritten Text Recognition for manuscripts and early printed texts
Handwritten Text Recognition for manuscripts and early printed texts
 
Raspberry Pi 5: Challenges and Solutions in Bringing up an OpenGL/Vulkan Driv...
Raspberry Pi 5: Challenges and Solutions in Bringing up an OpenGL/Vulkan Driv...Raspberry Pi 5: Challenges and Solutions in Bringing up an OpenGL/Vulkan Driv...
Raspberry Pi 5: Challenges and Solutions in Bringing up an OpenGL/Vulkan Driv...
 
Driving Behavioral Change for Information Management through Data-Driven Gree...
Driving Behavioral Change for Information Management through Data-Driven Gree...Driving Behavioral Change for Information Management through Data-Driven Gree...
Driving Behavioral Change for Information Management through Data-Driven Gree...
 
08448380779 Call Girls In Greater Kailash - I Women Seeking Men
08448380779 Call Girls In Greater Kailash - I Women Seeking Men08448380779 Call Girls In Greater Kailash - I Women Seeking Men
08448380779 Call Girls In Greater Kailash - I Women Seeking Men
 
What Are The Drone Anti-jamming Systems Technology?
What Are The Drone Anti-jamming Systems Technology?What Are The Drone Anti-jamming Systems Technology?
What Are The Drone Anti-jamming Systems Technology?
 
Workshop - Best of Both Worlds_ Combine KG and Vector search for enhanced R...
Workshop - Best of Both Worlds_ Combine  KG and Vector search for  enhanced R...Workshop - Best of Both Worlds_ Combine  KG and Vector search for  enhanced R...
Workshop - Best of Both Worlds_ Combine KG and Vector search for enhanced R...
 
Exploring the Future Potential of AI-Enabled Smartphone Processors
Exploring the Future Potential of AI-Enabled Smartphone ProcessorsExploring the Future Potential of AI-Enabled Smartphone Processors
Exploring the Future Potential of AI-Enabled Smartphone Processors
 
Evaluating the top large language models.pdf
Evaluating the top large language models.pdfEvaluating the top large language models.pdf
Evaluating the top large language models.pdf
 
From Event to Action: Accelerate Your Decision Making with Real-Time Automation
From Event to Action: Accelerate Your Decision Making with Real-Time AutomationFrom Event to Action: Accelerate Your Decision Making with Real-Time Automation
From Event to Action: Accelerate Your Decision Making with Real-Time Automation
 
Mastering MySQL Database Architecture: Deep Dive into MySQL Shell and MySQL R...
Mastering MySQL Database Architecture: Deep Dive into MySQL Shell and MySQL R...Mastering MySQL Database Architecture: Deep Dive into MySQL Shell and MySQL R...
Mastering MySQL Database Architecture: Deep Dive into MySQL Shell and MySQL R...
 
Strategies for Landing an Oracle DBA Job as a Fresher
Strategies for Landing an Oracle DBA Job as a FresherStrategies for Landing an Oracle DBA Job as a Fresher
Strategies for Landing an Oracle DBA Job as a Fresher
 
How to Troubleshoot Apps for the Modern Connected Worker
How to Troubleshoot Apps for the Modern Connected WorkerHow to Troubleshoot Apps for the Modern Connected Worker
How to Troubleshoot Apps for the Modern Connected Worker
 
04-2024-HHUG-Sales-and-Marketing-Alignment.pptx
04-2024-HHUG-Sales-and-Marketing-Alignment.pptx04-2024-HHUG-Sales-and-Marketing-Alignment.pptx
04-2024-HHUG-Sales-and-Marketing-Alignment.pptx
 
How to Troubleshoot Apps for the Modern Connected Worker
How to Troubleshoot Apps for the Modern Connected WorkerHow to Troubleshoot Apps for the Modern Connected Worker
How to Troubleshoot Apps for the Modern Connected Worker
 
08448380779 Call Girls In Friends Colony Women Seeking Men
08448380779 Call Girls In Friends Colony Women Seeking Men08448380779 Call Girls In Friends Colony Women Seeking Men
08448380779 Call Girls In Friends Colony Women Seeking Men
 
Apidays Singapore 2024 - Building Digital Trust in a Digital Economy by Veron...
Apidays Singapore 2024 - Building Digital Trust in a Digital Economy by Veron...Apidays Singapore 2024 - Building Digital Trust in a Digital Economy by Veron...
Apidays Singapore 2024 - Building Digital Trust in a Digital Economy by Veron...
 

Real Time Cross Platform Collaboration Between Virtual Reality (VR) & Mixed Reality (MR)

  • 1. 1 Real Time Cross Platform Collaboration Between VR & MR Nayan Sateesh Seth April 13th, 2017
  • 2. 2 Problem Statement • Virtual Reality and Mixed Reality are fairly new technologies that can improve productivity multifold • Very little research has been performed to connect the two technologies
  • 3. 3 Objective of Thesis Study • The idea of this thesis study is to develop and test a real time collaboration system between VR and MR • The system works similar to a Google document where two or more users can see what others are doing i.e. writing, modifying, viewing, etc
  • 4. 4 What is VR? • “The computer-generated simulation of a three-dimensional image or environment that can be interacted with in a seemingly real or physical way by a person using special electronic equipment, such as a helmet with a screen inside or gloves fitted with sensors.” [1]
  • 5. 5 What is AR? • “A technology that superimposes a computer- generated image on a user's view of the real world, thus providing a composite view” [2]
  • 6. 6 What is MR? • “MR, sometimes referred to as hybrid reality, is the merging of real and virtual worlds to produce new environments and visualizations where physical and digital objects co-exist and interact in real time” [3]
  • 8. 8 PLATO • PLATO worked on a centralized server. Every user was given a stipulated amount of time to complete a turn, after which the turn gets passed on to the next device. Such multi- player games are controlled via control signals [4]
  • 9. 9 Modem & Telephone Based Multiplayer • Another multiplayer gaming mode in which users with distinct computers and a modem connect to telephone lines and eventually do long distance multiplayer gaming. • Restricted to two users [5]
  • 10. 10 LAN Party • A LAN party is a gathering of two or more people in a house, building, or campus where they can play multiplayer games on the same network. [6]
  • 11. 11 Remote Access Server Games • Remote Access Server games represent another mode of multiplayer gaming. • Restricted to 16 players. • Players with a modem can dial up to the remote server and every player connected to the server acts as a client who can play with other clients connected to the server [5]
  • 12. 12 Online Service Multiplayer • Online Service Multiplayer Network Games are similar to Remote Access Server Games. • The servers are on the Internet and make use of TCP/IP protocol to communicate. • This method can support as many as 100 users
  • 13. 13 • Centralized server with a network address • Users need not seek each other • Additional resources can be added to the central sever to accommodate more players • Centralized server takes input from user and updates state of the game and intimates the users • Makes use of a database to store states [5]
  • 14. 14 P2P Gaming • In P2P gaming, every user contributed to the memory, CPU cycles and bandwidth to manage the shared game state • Availability and security were two major issues with this type of Massively Multiplayer Games. [7]
  • 15. 15 Distributed Multiplayer Gaming • Distributed architecture involved use of several severs which were geographically distributed [8]
  • 16. 16 Commonality Between Multiplayer Gaming • Client-Server architecture is used • Client connects to a server and the sends input to server • Server replies back with new information
  • 18. 18 • How are users collaborating? • What is the group size? • Where is everyone located? • When are they collaborating? • How similar are their physical environments? • What devices are they using? [9]
  • 19. 19 How are Users Collaborating? • Presentation – When a user presents content to others but does not want others to take control over content or modify the content • Collaboration – When everyone collaborating want to achieve a common goal • Guidance – In this scenario, one of the users helps others to solve some problem [9]
  • 20. 20 What is the Group Size? • In order to ensure that the collaborative experience is smooth, the number of participants collaborating should be known [9]
  • 21. 21 Where is Everyone Located? • Co-located: Users are in the same room. • Remote: Users are in remote locations. • Both: Users are co-located as well as in remote locations. • This further raises questions like – What are the modes of communication? – Does the experience need to be adapted to the environment? – What objects needs to be shared? [9]
  • 22. 22 When are they Collaborating? • Synchronous: Users are collaborating at the same time. • Asynchronous: Users are collaborating at different times. • Both: Some users will be collaborating synchronously and some asynchronously. • Using this information, application can be programmed to handle object and environment persistence [9]
  • 23. 23 How Similar are their Physical Environments? • Similar – Environments with similar layout, light, sound, size, etc. • Dissimilar – Environments which do not have similar layout, light, sound, size, etc. [9]
  • 24. 24 What Devices are they Using? • Different devices from different manufacturers have different capabilities. • Understanding the devices user use, the developer can limit/expand the scope of the application [9]
  • 26. 26 Thesis Study Parameters • Two users will collaborate. One user will use VR device i.e. the HTC Vive and the other user will use a MR device i.e. Microsoft HoloLens • Both users will assemble a virtual chair and eventually achieve a common goal i.e. an assembled chair
  • 27. 27 • The study is conducted in the same room. So the environment setting is same for both the users • Collaboration will be synchronous • Users can communicate with each other verbally • Each user can assemble one object at a time
  • 28. 28 Workflow of Photon Unity Networking Source: Exit Games
  • 30. 30 Project Setup • Two separate Unity3D projects are created to avoid SDK file conflicts • PUN plugin is installed from the asset store • For MR, – Main Camera’s clear flags are set to solid color and background is set to black – Position of camera is set to x = 0, y = 0, z = 0 – Default build type is set to Windows Universal and Virtual reality supported option is checked
  • 31. 31 – Based on application additional functionalities like microphone, spatial mapping, etc, needs to be enabled • For VR, – SteamVR plugin needs to be installed and the SteamVR camera rig needs to placed in the scene • 3 folders namely, _Scenes, Scripts and Resources have been created
  • 32. 32 PUN Preferences & Script • App ID • Server Location • Auto Join Lobby • These preferences need to be passed in the scene. Hence, a Network Manager script is used to intimate the scene about these preferences.
  • 33. 33 Scene Controller • Manages instantiation of objects in the scene • Makes use of Even/Odd principle to support the policy of alternating turns
  • 34. 34 Particle System • Along with the object instantiated, a white mesh of the object will also be instantiated at the proposed position where the object has to be placed
  • 35. 35 Game Objects • Every object is instantiated as a network object so that actions performed on it reflect on the network to other users • For obtaining network characteristics, Photon View component is attached to each object • A script named Network Character is attached to observe the movements of the object in the network
  • 36. 36 Game Object Handling • Users will use functionalities of the device to control the object • For VR user, the controller will have a laser pointer which the user can point at the object and use the trigger button to select the object • For MR user, the user will use the air-tap gesture to select the object
  • 37. 37 • The user can move the object by moving the VR controller or the MR headset • The user has to place the object at the position where the white mesh is positioned • As soon as the user touches the white mesh, OnTriggerEnter() function is called and the object gets placed • Count is incremented and Scene Controller instantiates new object if any left
  • 39. 39
  • 42. 42 • 71.4% of the 21 candidates had heard about VR/AR/MR • 19% of the 21 candidates were unsure about VR/AR/MR • 9.5% of the 21 participants had never heard about it
  • 43. 43 • Although, 71.4% had heard about VR/AR/MR, 47.6% of all the 21 participants did not have any explanation for VR/AR/MR • Only 19% of all the 21 participants gave the correct explanation • A few described AR as a popular application like Pokemon Go
  • 44. 44 24% 14% 5% 5% 52% Devices Previously Used HTC Vive Google Cardboard Galaxy Gear VR Microsoft HoloLens None
  • 46. 46 9% 4% 87% Devices Used In Testing HTC Vive Microsoft HoloLens Both
  • 47. 47 First Impressions • The majority of the participants found VR and MR as great pieces of technology. • Most participants found VR to be comfortable and easy to use, but there were several participants who found MR to be confusing and difficult. • A few participants were surprised with the technology
  • 49. 49 Best Aspect of Usability • For the HTC Vive, participants showed strong affinity towards its controller • The participants also liked that the device is immersive and has good Field of View • For the Microsoft HoloLens, the participants liked the Mixed Reality the most • Other aspects which participants liked about the Microsoft HoloLens include wireless and gesture capabilities
  • 50. 50 Difficult Aspect of Usability • Participants expressed their disapproval towards the HTC Vive’s ergonomics • Participants were also scared of tripping due to lack of access to the real world • Participants disliked the FOV and color imbalance in the Microsoft HoloLens • Although, several participants liked the gestures, there were far more participants who disliked the gesture capabilities in MR
  • 52. 52 UI Improvement Suggestions • The majority of the participants suggested addition of hints in form of text, visual graphics or audio • Many participants suggested content scaling for Microsoft HoloLens • Other suggestions included addition of functionality, improvement in functionality, better graphics, better use of colors, etc.
  • 53. 53 4.42 4.44 4.78 4.1 3.6 3.8 4 4.2 4.4 4.6 4.8 5 Survey Audio Interview Easiness of Application Overall HTC Vive Microsoft HoloLens
  • 55. 55 Difficult Aspects of Collaboration • A great number of participants said that the partner using the Microsoft HoloLens slowed down the chair-building activity. • The participants also said that discovering content in VR and MR was difficult since the entire environment setup was new to them. • Some participants found the FOV of Microsoft HoloLens aggravated the difficulty of content discovery in MR
  • 56. 56 Easiest Aspects of Collaboration • Although, initial coordination was difficult, the participants found coordination to be one of the easiest aspects of collaboration • Majority of the participants found object selection and placement to be easy • Participants also liked the very fact that real- time collaboration can be achieved in these devices
  • 57. 57 Future Use • 57.1% of the 21 participants said they would definitely use VR and MR in the future to collaborate
  • 59. 59 • Many users liked MR more than VR because they could see the real world and the virtual world concurrently • Poor FOV of the MR device resulted in many users reporting a higher affinity towards VR. • The problem which most of the users had with VR was the clunky HMD and the wires that kept dangling while the users were immersed in the VR
  • 60. 60 • Although, the VR device provides a chaperone, users still found themselves close to the edge of the room-scale play area • Several users found content discovery in VR and MR to be difficult because of a 360˚environment • Users found color imbalance issues in bright lighting
  • 61. 61 • There is a need of better standards for UI representation in VR and MR • Better methods for interactivity • However, current devices are completely capable of delivering a minimum viable product • Application developed is a proof of concept
  • 62. 62 • Companies can use this idea and source code and package it in different ways as per application use case • Additionally, new functionalities or application working can be application use case dependent
  • 64. 64 • The participants gave positive feedback regarding collaboration in VR and MR for futuristic use cases • The participants found it very simple to interact with the GameObjects in the collaboration app
  • 65. 65 • New techniques will have to be developed to make applications more self-explanatory since content discovery is not all that easy new users • There are several limitations in the current generation of VR and MR devices which restricts people from buying it and using it for prolong periods of time
  • 66. 66 • Most of these limitations are hardware specific i.e. FOV, latency, display, etc • Certain limitations are software specific like gestures and voice in Microsoft HoloLens • Additionally, these devices are highly expensive and have limited applications available
  • 68. 68 • [1] "Define Virtual Reality". [Online]. Available: https://www.google.com/search?q=define+virt ual+reality&oq=define+virtual+reality. [Accessed: 07- Feb- 2017]. • [2] "Define Augmented Reality". [Online]. Available: https://www.google.com/#q=define+augment ed+reality. [Accessed: 07- Feb- 2017].
  • 69. 69 • [3] "Mixed Reality", Wikipedia. [Online]. Available: https://en.wikipedia.org/wiki/Mixed_reality. [Accessed: 28- Mar- 2017]. • [4] D. Woodley, "PLATO: The Emergence of Online Community", 1994. [Online]. Available: http://www.thinkofit.com/plato/dwplato.htm. [Accessed: 10- Feb- 2017].
  • 70. 70 • [5] B. Gillam and S. James, Patent US5964660 - network multiplayer game. USPTO, 1997. • [6] "LAN Party", Wikipedia. Wikimedia Foundation, 2004. • [7] B. Hopkins, W. Xu, H. Lu and B. Knutsson, "Peer-to-peer support for massively multiplayer games - IEEE Xplore document", 2004. [Online]. Available:
  • 71. 71 • [8] S. Seshan, J. Pang and A. Bharambe, "Colyseus: A Distributed Architecture for Online Multiplayer Games", 2006. • [9] Microsoft Hololens, "Shared Holographic Experiences".

Editor's Notes

  1. Why even odd - > the idea behind this is to ensure every device user gets a chance to assemble the object