XAVE: Cross-Platform Based Asymmetric Virtual Environment for Immersive Content
This study proposes XAVE–an asymmetric virtual environment in which users on various devices and platforms (personal computer (PC), mobile devices, virtual reality (VR) and augmented reality (AR) users, and actor-based avatars using motion capture) participate together by expanding the ra...
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Format: | Article |
Language: | English |
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IEEE
2023-01-01
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Series: | IEEE Access |
Subjects: | |
Online Access: | https://ieeexplore.ieee.org/document/10177957/ |
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author | Yunsik Cho Myeongseok Park Jinmo Kim |
author_facet | Yunsik Cho Myeongseok Park Jinmo Kim |
author_sort | Yunsik Cho |
collection | DOAJ |
description | This study proposes XAVE–an asymmetric virtual environment in which users on various devices and platforms (personal computer (PC), mobile devices, virtual reality (VR) and augmented reality (AR) users, and actor-based avatars using motion capture) participate together by expanding the range of users considered in the existing asymmetric virtual environment studies. XAVE aims to provide a novel experiential environment that includes non-immersive and immersive participation methods for immersive applications and contents. All users interact with virtual environments, objects, and users easily and conveniently through a common and popular interface that considers the characteristics of the devices and experiential methods. PC and mobile users interact through keyboard, mouse, and touchscreen inputs based on graphical user interfaces (GUIs). VR users interact using controllers while wearing head-mounted displays (HMDs), and AR users interact through the image target and GUI on mobile devices. Avatar users participating in virtual environments using motion capture were considered to construct asymmetric virtual environments that can be used in various metaverse and immersive content fields. Furthermore, an application where all users can participate and experience together was created and used to statistically analyze and examine user satisfaction with the interface and presence in the virtual environment through surveys. |
first_indexed | 2024-03-12T22:27:53Z |
format | Article |
id | doaj.art-ab24b4fe84c5470392e62b7cd3f54857 |
institution | Directory Open Access Journal |
issn | 2169-3536 |
language | English |
last_indexed | 2024-03-12T22:27:53Z |
publishDate | 2023-01-01 |
publisher | IEEE |
record_format | Article |
series | IEEE Access |
spelling | doaj.art-ab24b4fe84c5470392e62b7cd3f548572023-07-21T23:00:19ZengIEEEIEEE Access2169-35362023-01-0111718907190410.1109/ACCESS.2023.329439010177957XAVE: Cross-Platform Based Asymmetric Virtual Environment for Immersive ContentYunsik Cho0Myeongseok Park1Jinmo Kim2https://orcid.org/0000-0002-1663-9306Department of Information and Computer Engineering, Graduate School, Hansung University, Seoul, South KoreaDepartment of Computer Engineering, Graduate School, Hansung University, Seoul, South KoreaDepartment of Information and Computer Engineering, Graduate School, Hansung University, Seoul, South KoreaThis study proposes XAVE–an asymmetric virtual environment in which users on various devices and platforms (personal computer (PC), mobile devices, virtual reality (VR) and augmented reality (AR) users, and actor-based avatars using motion capture) participate together by expanding the range of users considered in the existing asymmetric virtual environment studies. XAVE aims to provide a novel experiential environment that includes non-immersive and immersive participation methods for immersive applications and contents. All users interact with virtual environments, objects, and users easily and conveniently through a common and popular interface that considers the characteristics of the devices and experiential methods. PC and mobile users interact through keyboard, mouse, and touchscreen inputs based on graphical user interfaces (GUIs). VR users interact using controllers while wearing head-mounted displays (HMDs), and AR users interact through the image target and GUI on mobile devices. Avatar users participating in virtual environments using motion capture were considered to construct asymmetric virtual environments that can be used in various metaverse and immersive content fields. Furthermore, an application where all users can participate and experience together was created and used to statistically analyze and examine user satisfaction with the interface and presence in the virtual environment through surveys.https://ieeexplore.ieee.org/document/10177957/Asymmetric virtual environmentnon-immersive and immersive interactionvirtual realityaugmented realitymotion captureimmersive content |
spellingShingle | Yunsik Cho Myeongseok Park Jinmo Kim XAVE: Cross-Platform Based Asymmetric Virtual Environment for Immersive Content IEEE Access Asymmetric virtual environment non-immersive and immersive interaction virtual reality augmented reality motion capture immersive content |
title | XAVE: Cross-Platform Based Asymmetric Virtual Environment for Immersive Content |
title_full | XAVE: Cross-Platform Based Asymmetric Virtual Environment for Immersive Content |
title_fullStr | XAVE: Cross-Platform Based Asymmetric Virtual Environment for Immersive Content |
title_full_unstemmed | XAVE: Cross-Platform Based Asymmetric Virtual Environment for Immersive Content |
title_short | XAVE: Cross-Platform Based Asymmetric Virtual Environment for Immersive Content |
title_sort | xave cross platform based asymmetric virtual environment for immersive content |
topic | Asymmetric virtual environment non-immersive and immersive interaction virtual reality augmented reality motion capture immersive content |
url | https://ieeexplore.ieee.org/document/10177957/ |
work_keys_str_mv | AT yunsikcho xavecrossplatformbasedasymmetricvirtualenvironmentforimmersivecontent AT myeongseokpark xavecrossplatformbasedasymmetricvirtualenvironmentforimmersivecontent AT jinmokim xavecrossplatformbasedasymmetricvirtualenvironmentforimmersivecontent |