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

Point-cloud avatars to improve spatial communication in immersive collaborative virtual environments
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DOI:
10.1007/s00779-020-01431-1
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发表时间:
2020-07-12
影响因子:
--
通讯作者:
Otmane, Samir
Otmane, Samir
中科院分区:
计算机科学3区
文献类型:
--
作者:
Gamelin, Guillaume;Chellali, Amine;Otmane, Samir

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协作虚拟环境允许远程用户在共享的3D空间中一起工作。为了利用这些系统提供的可能性,其设计必须允许用户有效地进行交互和通信。在这个领域的一个悬而未决的问题涉及远程合作伙伴的化身保真度。这可能会影响远程用户之间的通信,特别是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的影响,两个合作伙伴的化身在空间任务的合作。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预构建化身。这些化身通过两个组件描述其保真度水平不同:视觉和运动学保真度。通过完成指向任务和空间引导任务这两个空间沟通任务来评估合作绩效。结果表明,流式点云化身允许这两个任务的协作性能的显着改善。主观评价表明,这些性能的差异可以主要归因于与3D预构建的化身表示相比,该表示具有更高的运动学保真度。我们的结论是,在设计空间协作虚拟环境时,重要的是要达到一个高的运动保真度的合作伙伴的表示,而适度的视觉保真度,这种表示就足够了。
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.