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Point-cloud avatars to improve spatial communication in immersive collaborative virtual environments

机译:点云头像以改善沉浸式协作虚拟环境中的空间通信

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摘要

Collaborative virtual environments allow remote users to work together in a shared 3D space. To take advantage of the possibilities offered by such systems, their design must allow the users to interact and communicate efficiently. One open question in this field concerns the avatar fidelity of remote partners. This can impact communication between the remote users, more particularly when performing collaborative spatial tasks. In this paper, we present an experimental study comparing the effects of two partner's avatars on collaboration during spatial tasks. The first avatar was based on a 2.5D streamed point-cloud and the second avatar was based on a 3D preconstructed avatar replicating the remote user movements. These avatars differ in their fidelity levels described through two components: visual and kinematic fidelity. The collaborative performance was evaluated through the efficacy of completing two spatial communication tasks, a pointing task and spatial guidance task. The results indicate that the streamed point-cloud avatar permitted a significant improvement of the collaborative performance for both tasks. The subjective evaluation suggests that these differences in performance can mainly be attributed to the higher kinematic fidelity of this representation as compared with the 3D preconstructed avatar representation. We conclude that, when designing spatial collaborative virtual environments, it is important to reach a high kinematic fidelity of the partner's representation while a moderate visual fidelity of this representation can suffice.
机译:协作虚拟环境允许远程用户在共享的3D空间中一起工作。为了利用此类系统提供的可能性,他们的设计必须允许用户有效地互动和沟通。这个领域的一个开放问题涉及远程合作伙伴的头像保真度。这可能会影响远程用户之间的通信,更具体地,在执行协作空间任务时。在本文中,我们提出了一个实验研究,比较了两个合作伙伴的化身在空间任务期间合作的影响。第一个化身基于2.5D流式点云,第二个化身基于复制远程用户移动的3D预设化身。这些化身在通过两个组件描述的富达水平中不同:视觉和运动效力。通过完成两个空间通信任务,指向任务和空间指导任务的功效来评估协作性能。结果表明,流式点云化身允许显着提高两个任务的协作性能。主观评估表明,与3D预设的化身表示相比,这些表现的这些差异主要归因于该表示的较高的运动保真度。我们得出结论,在设计空间协作虚拟环境时,重要的是达到合作伙伴表示的高运动保真度,而这种代表的中等视觉保真性就足够了。

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