Abstract

Abstract. We present a virtual reality (VR) setup that enables multiple users to participate in collaborative virtual environments and interact via gestures. A collaborative VR session is established through a network of users that is composed of a server and a set of clients. The server manages the communication amongst clients and is created by one of the users. Each user’s VR setup consists of a Head Mounted Display (HMD) for immersive visualisation, a hand tracking system to interact with virtual objects and a single-hand joypad to move in the virtual environment. We use Google Cardboard as a HMD for the VR experience and a Leap Motion for hand tracking, thus making our solution low cost. We evaluate our VR setup though a forensics use case, where real-world objects pertaining to a simulated crime scene are included in a VR environment, acquired using a smartphone-based 3D reconstruction pipeline. Users can interact using virtual gesture-based tools such as pointers and rulers.

Highlights

  • Virtual Reality (VR) has innovated the way we analyse, interact with and enjoy 3D data through the creation of immersive visual experiences

  • Users can experience immersive VR through wearable head mounted displays (HMDs) that perform an egocentric encoding of the scene, whereas allocentric-encoded scenes displayed through computer screens lead to non-immersive VR experiences (Kozhevnikov and Gurlitt, 2013)

  • Cardboard devices communicate through WiFi facilitating users to collaborate in the same VR environment without necessary being in the same physical place

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Summary

INTRODUCTION

Virtual Reality (VR) has innovated the way we analyse, interact with and enjoy 3D data through the creation of immersive visual experiences. Users are able to reconstruct real-world objects in 3D, manipulate their reconstructed models in VR space, and share them in a shared environment across different users, entirely on their smartphones This fast-growing technological progress is leading to new applications and ways we create, access and share digital content, stimulating interconnectivity activities in multi-user VR spaces. Despite modern smartphones’ powerful processor capabilities, the Leap Motion SDK does not yet support a direct connection between smartphones and Leap Motion devices We have bypassed this limitation by connecting the Leap Motion to a computer and streaming hand-tracking data to smartphones via WiFi. To the best of our knowledge, our approach is the first work that enables multiple users to collaborate within a shared virtual environment through gesture-based interactions using Cardboard. We analyse bandwidth usage as a function of connected users using off-the-shelf networking hardware and smartphones

OVERVIEW
Hand tracking
Gesture-based interactions
Server-clients communication
GESTURE-BASED COLLABORATIVE VR
Bandwidth analysis
Model acquisition
Collaborative virtual environment: forensic use-case
CONCLUSIONS
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