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Sharing Viewpoints in Collaborative Virtual Environments

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Title: Sharing Viewpoints in Collaborative Virtual Environments


1
Sharing Viewpoints in Collaborative Virtual
Environments
Steven Valin A thesis submitted to the Graduate
School - New Brunswick Rutgers, The State
University of New Jersey in partial fulfillment
of the requirements for the degree of Master of
Science Graduate Program in Electrical and
Computer Engineering and written under the
direction of Professor Ivan Marsic. May 1, 2000
2
Abstract
This thesis explores to what degree shared
viewpoints in three-dimensional collaborative
virtual environments enable effective
collaboration. A lightweight Java-based tool for
creating collaborative virtual environments was
developed and used in the study. A series of
experiments were conducted to assess the
effectiveness of shared viewpoints on two simple
tasks. Control groups were provided with
telepointers. Experimental groups were provided
with telepointers and shared views. The results
indicate that for participants with access to
both tools, shared views are preferred over
telepointers for tasks involving joint
exploration of the environment or some object of
common interest.
3
Preview
  • Thesis objectives
  • Related Work
  • cWorld System
  • Experiment
  • Results
  • Conclusions
  • Future Work

4
Thesis Objectives
  • The goal of this research is two-fold
  • To develop a lightweight, Java-based tool for
    enabling multi-user, synchronous collaboration in
    a 3D virtual environment.
  • To investigate the degree to which shared
    viewpoints help enable effective collaboration in
    3D virtual environments.

In this thesis we describe the system we have
implemented and the experiments we have performed
to assess user preference for single, shared
viewpoints over multiple independent viewpoints
when performing synchronous, collaborative tasks
in a 3D virtual environment.
5
Related Work
  • Much work has focused on developing the VR
    metaphor to the point where it attempts to
    completely mimic collaboration in real
    environments 3,4,6,8
  • MASSIVE, DIVE, VLNET
  • Much attention has been paid to user embodiment
    2,4,7,21
  • Issues related to user embodiment, such as facial
    expression and involuntary movement, require
    expensive VR software and hardware
  • User embodiment and complete immersion in virtual
    worlds may not be necessary for a variety of
    collaborative tasks that can be performed in 3D
    virtual environments
  • In fact, much success has been reported in
    enabling effective collaboration where
    participation in the collaboration required
    little more than a PC and a network connection

6
Related WorkTheatre in the Mill study 18
  • Collaborative theatre set design using a 3D VRML
    model of the Theatre in the Mill
  • Collaborative design was accomplished by passing
    stewardship of the model among team members
  • System was designed to enable collaborative set
    design, not immersive rehearsal
  • Authors point out that while such an option might
    be desirable, it was deemed far too expensive for
    most theatre groups
  • 3D model was designed to make sure that the
    limited time in the actual Mill Theatre was used
    effectively (i.e., for rehearsal and performances
    rather than set design and redesign)

7
Related WorkTheatre in the Mill study
  • The study reported that the use of the VRML model
    proved extremely valuable to traveling theater
    companies
  • Set designers were able to view the performance
    space and try out ideas before committing to
    physical construction
  • Performers were able to familiarize themselves
    with the sets beforehand
  • However, there were some shortcomings with the
    model
  • Relatively simple interactions supported by
    VRMLScript could not support large scale movement
    of lighting rigs and scenery redesign, often
    requiring a VRML developer to modify the model
  • Users had to take turns editing the model due to
    lack of support for synchronous collaboration
    among multiple users

8
Related WorkMultiple Target Video study 9
  • Researcher sought to understand the issues
    related to enabling effective collaboration among
    multiple users in media spaces
  • Researchers discovered that while their system
    enabled subjects to collaborate successfully on
    two tasks involving remote artifacts, many
    limitations were uncovered
  • First, despite the use of four cameras per
    office, the views provided were still not optimal
    for the given tasks
  • Second, the different views provided by the
    cameras caused problems in relating different
    scenes to one another
  • Third, the system hindered the ability to direct
    the attention of remote partners, interfering
    with the establishment of a mutual orientation to
    relevant objects. The authors point out that the
    subjects seemed to want control over their
    partners views

9
Related WorkEstablishing Mutual Orientation in
Virtual Environments study 12
  • Repeated basically the same experiments as in the
    MTV study, but this time in a collaborative 3D
    virtual environment
  • Explored the extent to which their system
    provided participants with the ability to refer
    to and discuss features of the virtual
    environment
  • Found problems due to fragmented views of
    embodiments in relation to shared objects, caused
    in part by limited field-of-view (55o)
  • Observed difficulties experienced by participants
    in understanding others perspectives
  • Participants had great difficulty in
    understanding what others could see and expressed
    a desire for being in the others position
  • Authors proposed improved representations of
    others actions and adoption of a form of
    target-based navigation that would provide users
    with shortcuts for orienting towards targets

10
Our Approach
  • In order to address the issue of being in the
    others position, we propose the use of shared
    viewpoints - a form of guided navigation that
    allows one or more users to attach their
    viewpoints to another users viewpoint
  • Once attached to a shared viewpoint, any
    participant may then transform that viewpoint
  • Provides a form of strict WYSIWIS 22 in 3D CVEs
    when needed
  • Guided navigation has been explored in 25. Our
    approach differs in several ways
  • Users in cWorld are not arranged in a hierarchy.
    Once users agree to share viewpoints, anyone can
    take the lead
  • Once in a shared viewpoint everyone sees exactly
    the same thing, while in 25 users are pulled
    along in the direction of the guides movement
  • Attachment to the shared viewpoint is a form of
    target-based navigation as in 12
  • When user accepts invitation to join a shared
    viewpoint, his/her own viewpoint is immediately
    transformed to be the same as the viewpoint of
    the user that sent the invitation

11
cWorld SystemBackground and Related Work
Distributed virtual reality systems may be
classified by how the data is exchanged between
machines participating in the session
  • Centralized Systems
  • Use Client-Server paradigm
  • Require powerful server
  • Suffer from scalability problems that introduce
    latency
  • Community Place 15 and Active Worlds System 1
  • Distributed Systems
  • Eliminate server process
  • Peer-to-Peer communication using multicast
    networking
  • DIVE 5 and MASSIVE-2 11

12
cWorld SystemBackground and Related Work
  • Since the creation of VRML 1.0, there has been
    much interest in using VRML to create multi-user,
    shared virtual worlds
  • Current VRML standard does not offer any
    constructs for direct multi-user support
  • Recent work has focused on adding support for
    shared virtual worlds
  • VIRTUS 19, ToolSpace 10, and 5
  • Basic approach is to add proprietary extensions
    to VRML and a Java layer to enable multi-user,
    synchronous collaboration

13
cWorld System Our Approach
  • 100 pure Java
  • cWorld is developed as a Java Bean that uses the
    Java3D to provide 3D graphics authoring and is
    plugged into the DISCIPLE collaboration bus in
    order to enable multi-user, synchronous
    collaboration
  • Overcomes the limitations of VRML, while at the
    same time supports the use of VRML objects
  • 100 Pure Java means code portability without
    special plug-ins and easy integration with other
    Java APIs, such as JTAPI and Java Speech

14
cWorld System Java3D API
  • Part of the Java Media family of APIs
  • Java 2D, Java 3D, Java Speech, Java Telephony
  • Java3D API is an application programming
    interface used for writing stand-alone
    three-dimensional graphics applications or
    web-based applets
  • Provides several basic classes used to construct
    and manipulate a scene graph, and to control
    viewing and rendering
  • Scene graph contains a complete description of
    the entire scene, or virtual universe, including
    geometric data, attribute information, and the
    viewing information needed to render the scene
    from a particular view

15
cWorld System Java3D Scene Graph
16
cWorld System Java Beans API
  • Java Beans API defines a software component model
    for Java
  • Three most important features of a Java Bean
  • Properties that it exposes
  • Named attributes associated with a bean that can
    be read or written by calling appropriate methods
  • Methods it allows other components to call
  • Just normal Java methods that can be called from
    other components
  • Events it fires
  • A mechanism for propagating state change
    notifications between a source object and one or
    more listener objects
  • Simplest kind of bean nothing more than a Java
    class that follows fairly strict naming
    conventions for its event listeners and its
    methods

17
cWorld System DISCIPLE
  • Mixture of Client-Server and Peer-to-Peer
    architecture
  • Each user runs a copy of the collaboration client
    and each client contains a copy of the
    applications (Java components) that are the foci
    of the collaboration
  • All copies of replicated applications are kept in
    synchrony and activities occurring on any one of
    them are reflected on the other copies
  • Set of participants is represented hierarchically
    as an Organization, and they meet in Places.
  • Organizations and Places are abstractions
    implemented as multicast groups

18
cWorld System DISCIPLE
  • DISCIPLE workspace is a shared container where
    Java Beans can be loaded very much like Java
    Applets downloaded to the web browser, with the
    addition of group sharing
  • Collaborators import beans by drag-and-drop
    manipulation into the workspace
  • The imported bean becomes a part of a multi-user
    application and all participants can interact
    with it

19
cWorld System DISCIPLE High-Level Architecture
20
cWorld System Event Interception and Symmetric
Distribution in DISCIPLE
Event generated in local bean is (instead of
being delivered to local listener) is (1)
intercepted by the event adapter and (2) sent to
the collaboration bus. The bus multicasts the
event to all the shared beans (remote and local)
(3). Each event adapter receives the multicast
event and delivers it to all listeners (4)
21
cWorld System DISCIPLE Multi-Document Editor
Framework
22
cWorld System cWorld Class Hierarchies and
Relationships
23
cWorld System cWorld Bean
  • Enables synchronous, collaborative, multi-user
    authoring of 3D collaborative virtual
    environments
  • Built as a Java Bean
  • Uses DISCIPLE MDE Framework to provide
    synchronous collaboration
  • Provides a graphical user interface to the Java3D
    API
  • Uses Java2 SDK v1.3.0 RC1 and the Java3D 1.2 Beta
    API OpenGL implementation
  • Does not require any special hardware and can be
    operated using the keyboard and PC mouse
  • Also supports the use of the Magellan SPACE Mouse
    to provide a more natural six-degrees of freedom
    of movement for navigating the 3D space

24
cWorld System cWorld Interfaces and Functionality
  • cWorld provides support for adding and removing
    primitive objects such as cubes, spheres, and
    cones
  • Once objects are added to scene, they may be
    translated, rotated, and stretched
  • Through the use of a property editor, object
    properties such as color, shininess, highlight
    color, and texture mappings may be edited
  • Support for ambient lights, point lights,
    directional lights, and spot lights
  • Support for VRML objects
  • Telepointers
  • Shared Viewpoints

25
cWorld System Primitive 3D Objects
  • The following simple geometries are supported in
    cWorld
  • Spheres
  • Cylinders
  • Cones
  • Cubes
  • Objects are added to the scene by a simple
    point-and-click operation with the PC mouse
  • Objects may be translated, rotated, and stretched
  • Appearances such as material color, shininess,
    and texture mappings may be edited

26
cWorld System Lights
  • cWorld supports
  • Ambient Lights
  • Point Lights
  • Directional Lights
  • Spot Lights
  • Location of light is indicated through the use of
    a mnemonic device
  • Mnemonic device appears as a wire-frame primitive
    object whose color indicates the color of the
    light
  • Manipulating the orientation of the mnemonic
    device sets the direction of the light
  • Light properties such as color and attenuation
    may be edited

27
cWorld System Property Editor
28
cWorld System VRML Objects
29
cWorld System Example CVE Created Using cWorld
30
cWorld System Telepointers
  • When invoked, a 3D arrow is drawn from the
    position and orientation of the users viewpoint

31
cWorld System Shared Views
  • A form of both target-based navigation and
    guided navigation

32
Experiment
  • Purpose
  • To evaluate the effectiveness of shared
    viewpoints in accomplishing collaborative tasks
    in 3D virtual environments
  • Participants
  • 30 participants ranging in age from 18 to 34,
    with varying levels of experience with computers
    and video games
  • Divided into two groups (Experimental group and
    Control group). Further subdivided into teams of
    three participants.
  • Control group teams were provided with
    telepointers. Experimental group teams were
    provided with telepointers and shared views
  • Procedure
  • Task 1 - Room Orientation Task
  • Task 2 - Room Design Task
  • Task 3 - Whats different with this room? Task

33
ExperimentTask 1 - Room Orientation Task
  • The primary purpose of this task was to
    familiarize participants with the Magellan SPACE
    Mouse and the cWorld interfaces.
  • The task is as follows
  • Each subject is seated at a workstation where a
    cWorld session has been started.
  • A research team member instructs participants in
    the use of cWorld and the Magellan SPACE Mouse.
    This training includes moving in the environment,
    adding and moving objects, using telepointers,
    and using shared viewpoints (experimental group
    only).
  • Next, the researcher instructs each participant
    to place a furniture object at a particular
    location.
  • After all participants have placed their object,
    they are instructed to each take turns indicating
    to the other participants which object they
    placed using the telepointers and shared
    viewpoints (experimental group only).

34
ExperimentTask 2 - Room Design Task
  • This task was designed to evaluate the degree to
    which shared viewpoints may enable effective
    collaboration in a 3D environment.
  • The task is as follows
  • Three participants enter a cWorld space that
    contains an empty (virtual) office.
  • Each participant is instructed to imagine that
    they will all be moving into a shared office.
    They each have a desk, a cabinet, and a bookcase
    that they wish to move with them. They are
    instructed to use cWorld as a tool to decide
    where they would like to have the moving company
    place their furniture when it is moved to their
    new office.
  • Each participant is given their own set of
    (virtual) office furniture that they are asked to
    place in the room however they wish, without
    breaking certain rules e.g., furniture cannot
    block doors or windows, desks may not be stacked
    on top of one another, etc.

35
ExperimentTask 2 - Room Design Task
  • The task was made more difficult by the fact the
    furniture fits into the room in only a limited
    number of configurations.
  • Thus, in order to accomplish the task, all users
    must participate (they have their own furniture
    to place) and all users must collaborate (since
    it is unlikely that all of the furniture will fit
    into the room on the first try).
  • There are also competitive components in task 2
  • Users should want to place their own furniture in
    prime locations (e.g., next to the window or away
    form the door), and
  • they may want to finish first.

36
ExperimentTask 3 - Whats different with this
room? Task
  • The purpose of Task 3 was to compare the results
    of task 2 with a task that appeared to be more
    collaborative in nature and less competitive.
  • The task is as follows
  • Participants are placed in a cWorld environment
    that contains two rooms separated by a doorway.
    The two rooms are almost identical except for
    some minor differences in the way the furniture
    was placed. One room is designated the model
    room and the other is designated the working
    room.
  • Participants are asked to identify and correct
    the differences in the working room so that it
    exactly resembled the model room.
  • In order to insure that the participants
    collaborate (and do not just immediately correct
    the imperfections that they themselves only see),
    we instruct them to get agreement from the other
    subjects before making any changes to the working
    room.

37
ExperimentTask 3 - Difference 1
Model Room
Working Room
38
ExperimentTask 3 - Difference 2
Model Room
Working Room
39
ExperimentTask 3 - Difference 3
Model Room
Working Room
40
ResultsTask 2
41
ResultsTask 3
42
ResultsSelected participants opinions on the
usefulness of shared viewpoints
43
ResultsSelected participants opinions on the
usefulness of telepointers
44
Conclusions
  • Sharing viewpoints helps enable effective
    collaboration in 3D virtual environments
  • Shared viewpoints are preferred over telepointers
    for tasks involving joint exploration of virtual
    environments and objects of common interest
  • Participants in collaborative 3D virtual
    environments desire at least some form of
    peripheral monitoring of co-collaborators
  • Java3D and the DISCIPLE framework provided an
    easy-to-use, scalable, efficient means for
    enabling synchronous, multi-user collaboration in
    three-dimensional collaborative virtual
    environments

45
Future Work
  • Adding support in cWorld for persistent avatars.
  • Users should be able to create their own avatars
    using the cWorld toolset, and then have their
    avatar attached to their viewing platform. Future
    experiments could explore whether it is necessary
    to provide pseudo-humanoid avatars, or whether
    something as simple as a hand or a pointed-finger
    may suffice.
  • Investigation into the use of 2D maps and radar
    views for supporting peripheral awareness of
    co-collaborator activities.
  • Adding support for smooth attachment to and
    detachment from shared viewpoints.
  • Integrating functionality provided by other Java
    Media APIs.
  • For instance, the Java Speech API could provide
    voice command functionality for navigating the
    cWorld environment and manipulating objects.
    Also, telephony applications could be integrated
    using the Java Telephony API.

46
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