Abstract
Virtual technologies (AR/VR/MR, subsumed as xR) are used in many commercial applications, such as automotive development, medical training, architectural planning, teaching and many more. Usually, existing software products offer either VR, AR or a 2D monitor experience. This limitation can be a hindrance. Let’s draw a simple application example: Users at a university shall join an xR teaching session in a mechanical engineering lecture. They bring their own xR device, join the session and experience the lecture with xR support. But users may ask themselves: Does the choice of my own xR device limit my learning success?
In order to investigate multi-platform xR experiences, a software framework was developed and is presented here. This allows one shared xR experience for users of AR smartphones, AR/MR glasses and VR-PCs. The aim is to use this framework to study differences between the platforms and to be able to research for better quality multi-user multi-platform xR experiences.
We present results of a first study that made use of our framework. We compared user experience, perceived usefulness and perceived ease of use between three different xR device types in a multi-user experience. Results are presented and discussed.
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Notes
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Examples: Microsoft Azure Spatial Anchors (https://azure.microsoft.com/en-us/services/spatial-anchors/), Vive Sync (https://sync.vive.com/), Mozilla Hubs (https://hubs.mozilla.com/).
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Tümler, J., Toprak, A., Yan, B. (2022). Multi-user Multi-platform xR Collaboration: System and Evaluation. In: Chen, J.Y.C., Fragomeni, G. (eds) Virtual, Augmented and Mixed Reality: Design and Development. HCII 2022. Lecture Notes in Computer Science, vol 13317. Springer, Cham. https://doi.org/10.1007/978-3-031-05939-1_6
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