Current virtual reality (VR) hardware is on the verge of becoming a mainstream technology as display resolution and tracking accuracy increase steadily and prices fall. Different tools and frameworks help developers to create complex interactions with multiple users within adaptive virtual environments (VEs). However, as the landscape of VR grows, additional challenges arise: Diverse input controls with unfamiliar shapes and button layouts prohibit intuitive interaction. Furthermore, the limited functional range of existing software forces users to fall back to conventional personal computer (PC) or touch-based systems. Collaboration with other co-located users has challenges regarding tracking space calibration and collision avoidance. While working remotely, the interaction is influenced by latency and connection losses. Lastly, users have different requirements for the visualization of content, e.g., size, orientation, or appearance, within the virtual worlds. Strictly replicating real-world conditions within VEs will not allow to accommodate the individual needs of users. To address these issues, this thesis presents advancements within the domains of input, collaboration, and enhancement of virtual worlds and users that target to increase the usability and productivity of VEs. First, PC-based hardware and software are transferred into the VE to foster the familiarity and functional range of existing applications. Virtual proxies of physical devices, i.e., keyboard and tablet, and a VR-mode for applications allow users to transfer real-world skills into the virtual world. Next, an algorithm is presented that allows the calibration of multiple co-located VR devices with high accuracy and low hardware requirements and effort. The pertinence of a full-body avatar visualization is validated for co-located collision avoidance and remote collaboration as VR headsets block out the real-world surroundings of users. Moreover, personalized spatial or temporal modifications of the VE are proposed that allow increasing the usability, task performance, and social presence of users. Discrepancies between the virtual worlds due to personal adaptations are compensated using avatar redirection methods. Finally, some of the methods and insights are integrated into an exemplary application to highlight their practical applicability. The presented work shows that VEs can build upon real-world skills and experiences to enable a familiar and easy interaction and collaboration of users. Furthermore, personal enhancements of the virtual content and user avatars allow to overcome real-world limitations and boost VR experiences.


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    Titel :

    Enhanced Virtuality: Increasing the Usability and Productivity of Virtual Environments


    Beteiligte:
    Hoppe, Adrian (Autor:in)

    Erscheinungsdatum :

    2021-01-01


    Anmerkungen:

    Fraunhofer IOSB



    Medientyp :

    Hochschulschrift


    Format :

    Elektronische Ressource


    Sprache :

    Englisch



    Klassifikation :

    DDC:    629




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