CollaboVR: A Reconfigurable Framework for Multi-User to Communicate in Virtual Reality

Writing or sketching on whiteboards is an essential part of collaborative discussions in business meetings, reading groups, design sessions, and interviews. However, prior work in collaborative virtual reality (VR) systems have rarely explored the design space of multi-user layouts and interaction modes with virtual whiteboards. In this paper, we present CollaboVR, a reconfigurable framework for both co-located and geographically dispersed multi-user communication in VR. Our system unleashes users' creativity by sharing freehand drawings, converting 2D sketches into 3D models, and generating procedural animations in real-time. To minimize the computational expense for VR clients, we leverage a cloud architecture in which the computational expensive application (Chalktalk) is hosted directly on the servers, with results being simultaneously streamed to clients. We have explored three custom layouts -- integrated, mirrored, and projective -- to reduce visual clutter, increase eye contact, or adapt different use cases. To evaluate CollaboVR, we conducted a within-subject user study with 12 participants. Our findings reveal that users appreciate the custom configurations and real-time interactions provided by CollaboVR. We will open-source CollaboVR to facilitate future research and development of natural user interfaces and real-time collaborative systems in virtual and augmented reality.

Publications

teaser image of CollaboVR: A Reconfigurable Framework for Multi-User to Communicate in Virtual Reality

CollaboVR: A Reconfigurable Framework for Multi-User to Communicate in Virtual Reality

Zhenyi He, Ruofei Du, and Ken Perlin
2020 IEEE International Symposium on Mixed and Augmented Reality (ISMAR), 2020.
Keywords: chalktalk, virtual reality, collaborative work, layout, telepresence, communication

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CollaboVR: A Reconfigurable Framework for Multi-User to Communicate in Virtual Reality


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Cited By

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  • What Was Hybrid? a Systematic Review of Hybrid Collaboration and Meetings Research. https://arxiv.org/pdf/2111.06172.pdf. Thomas Neumayr, Banu Saatci, Sean Rintel, Clemens Klokmose, and Mirjam Augstein. source | cite
  • A Dynamically Weighted Multi-Objective Optimization Approach to Positional Interactions in Remote-Local Augmented/Mixed Reality. 2021 IEEE International Conference on Artificial Intelligence and Virtual Reality (AIVR). Akshith Ullal, Cadence Watkins, and Nilanjan Sarkar. source | cite
  • Usability Testing of Virtual Reality Applications\textemdashThe Pilot Study. Sensors. Dorota Kamińska, Grzegorz Zwoliński, and Anna Laska-Le{\'{s}}niewicz. source | cite
  • Investigating Document Layout and Placement Strategies for Collaborative Sensemaking in Augmented Reality. CHI EA '21: Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems. Weizhou Luo, Anke Lehmann, Yushan Yang, and Raimund Dachselt. source | cite
  • Colocation for SLAM-Tracked VR Headsets With Hand Tracking. Computers. Dennis Reimer, Iana Podkosova, Daniel Scherzer, and Hannes Kaufmann. source | cite
  • A Survey on Synchronous Augmented, Virtual and Mixed Reality Remote Collaboration Systems. ACM Computing Surveys. Alexander Schäfer, Gerd Reis, and Didier Stricker. source | cite
  • ARcall: Real-Time AR Communication Using Smartphones and Smartglasses. https://arxiv.org/abs/2203.04358. Hemant Bhaskar Surale, Yu Jiang, ThamBrian A., and SmithRajan Vaish. source | cite
  • Ubiq: A System to Build Flexible Social Virtual Reality Experiences. Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology.Sebastian Friston, Ben J Congdon, David Swapp, Lisa Izzouzi, Klara Brandstätter, Daniel Archer, Otto Olkkonen, Felix Johannes Thiel, and Anthony Steed. source | cite
  • How Will VR Enter University Classrooms? Multi-Stakeholders Investigation of VR in Higher Education. CHI Conference on Human Factors in Computing Systems. Qiao Jin, Yu Liu, Svetlana Yarosh, Bo Han, and Feng Qian. source | cite
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