Abstract

COVID-19-related quarantine measures resulted in a significant increase of interest in online collaboration tools. This includes virtual reality (VR) or, in more general term, extended reality (XR) solutions. Shared XR allows for activities such as presentations, training of personnel or therapy to take place in a virtual space instead of a real one. To make online XR as accessible as possible, a significant effort has been put into the development of solutions that can run directly in web browsers. One of the most recognized solutions is the A-Frame software framework, created by Mozilla VR team and supporting most of the contemporary XR hardware. In addition, an extension called Networked-Aframe allows multiple users to share virtual environments, created using A-Frame, in real time. In this article, we introduce and experimentally evaluate three components that extend the functionality of A-Frame and Networked-Aframe. The first one extends Networked-Aframe with the ability to monitor and control users in a shared virtual scene. The second one implements six degrees of freedom motion tracking for smartphone-based VR headsets. The third one brings hand gesture support to the Microsoft HoloLens holographic computer. The evaluation was performed in a dedicated local network environment with 5, 10, 15 and 20 client computers. Each computer represented one user in a shared virtual scene. Since the experiments were carried out with and without the introduced components, the results presented here can also be regarded as a performance evaluation of A-Frame and Networked-Aframe themselves.

Highlights

  • While online collaboration tools are available for years, their utilization has been rising significantly because of the COVID-19-related quarantine measures

  • We first look on the experiment results related to the frame rate (Section 5.1) and on the ones related to the response time (Section 5.2)

  • There are no other implementations providing corresponding functionality for A-Frame, and this functionality is lacking on other platforms, for example the Mozilla Hubs

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Summary

Introduction

While online collaboration tools are available for years, their utilization has been rising significantly because of the COVID-19-related quarantine measures This is probably most evident in education, where, according to Burgess and Sievertsen [1], teaching is moving online on an untested and unprecedented scale. The usage of web-based XR has been increasing since 2017 when Augmented Reality (AR) and Mixed Reality (MR) were united in the same development process with VR. This resulted in WebXR Device API (https://www.w3.org/TR/webxr/, accessed on 22 April 2021) [7], a W3C specification defining access to both VR and AR devices

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