Article

XSpace: An Augmented Reality Toolkit for Enabling Spatially-Aware Distributed Collaboration

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Abstract

Augmented Reality (AR) has the potential to leverage environmental information to better facilitate distributed collaboration, however, such applications are difficult to develop. We present XSpace, a toolkit for creating spatially-aware AR applications for distributed collaboration. Based on a review of existing applications and developer tools, we design XSpace to support three methods for creating shared virtual spaces, each emphasizing a different aspect: shared objects, user perspectives, and environmental meshes. XSpace implements these methods in a developer toolkit, and also provides a set of complimentary visual authoring tools to allow developers to preview a variety of configurations for a shared virtual space. We present five example applications to illustrate that XSpace can support the development of a rich set of collaborative AR experiences that are difficult to produce with current solutions. Through XSpace, we discuss implications for future application design, including user space customization and privacy and safety concerns when sharing users' environments.

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... In this work, we leverage these developments to explore creating custom virtual environments for VR telepresence systems. Prior research demonstrated various benefits of incorporating users' familiar real-world context into virtual environments in remote collaboration scenarios, such as supporting deixis [25,48,51,61]), mutual awareness [29,67,69], and information recall [13,18,35,36]. Motivated by these findings, we explore a generative approach to creating spaces by blending together multiple users' environmental contexts. ...
... Motivated by these findings, we explore a generative approach to creating spaces by blending together multiple users' environmental contexts. This extends the body of work on aligning dissimilar remote spaces for mixed reality collaboration, e.g., via common object anchors [9,25,29,34] or mesh overlays [29,57]. ...
... Motivated by these findings, we explore a generative approach to creating spaces by blending together multiple users' environmental contexts. This extends the body of work on aligning dissimilar remote spaces for mixed reality collaboration, e.g., via common object anchors [9,25,29,34] or mesh overlays [29,57]. ...
Preprint
There is increased interest in using generative AI to create 3D spaces for Virtual Reality (VR) applications. However, today's models produce artificial environments, falling short of supporting collaborative tasks that benefit from incorporating the user's physical context. To generate environments that support VR telepresence, we introduce SpaceBlender, a novel pipeline that utilizes generative AI techniques to blend users' physical surroundings into unified virtual spaces. This pipeline transforms user-provided 2D images into context-rich 3D environments through an iterative process consisting of depth estimation, mesh alignment, and diffusion-based space completion guided by geometric priors and adaptive text prompts. In a preliminary within-subjects study, where 20 participants performed a collaborative VR affinity diagramming task in pairs, we compared SpaceBlender with a generic virtual environment and a state-of-the-art scene generation framework, evaluating its ability to create virtual spaces suitable for collaboration. Participants appreciated the enhanced familiarity and context provided by SpaceBlender but also noted complexities in the generative environments that could detract from task focus. Drawing on participant feedback, we propose directions for improving the pipeline and discuss the value and design of blended spaces for different scenarios.
... While bi-directional approaches have been presented [51,55] the experience has been limited to only two users, with attention focused on remote interactions. For distributed teams using mixed reality, there are numerous examples demonstrating the potential of grounding communication around a shared environment to increase workspace awareness [12,19,24,63]. However, prior approaches are limited by the collaboration predominately relying on virtual elements, with remote collaborators represented as virtual cartoon avatars, or focus only on virtual interactions inside the shared space. ...
... Similar to our work are the concepts proposed in [12,19,24]. Herskovitz et al. [24] present a toolkit for facilitating distributed collaboration using portals, anchors, and world-in-miniature, however the provided interaction medium is only virtual and no discussion is provided on user presentation. ...
... Similar to our work are the concepts proposed in [12,19,24]. Herskovitz et al. [24] present a toolkit for facilitating distributed collaboration using portals, anchors, and world-in-miniature, however the provided interaction medium is only virtual and no discussion is provided on user presentation. Fink et al. [12] propose a dynamic mapping of interaction displays across incongruent remote spaces, however the collaborative interactions are mediated through traditional displays with users embodying featureless avatars. ...
... Since the check-in phase should give visiting users the ability to relate to the hosting user's current surroundings, the representation of the whole environment in the overview phase should be swapped for a more concentrated representation of the engaged user at this point in the collaboration. Similar to measures seen in AR/VR collaboration, this might happen by enlarging the previous overview representation of the virtual environment such that additional details are visible [47], [56] or by sharing the view of the hosting user with the visiting user to be able to discuss the hosting user's activities from the same point of view [57]. As check-ins require direct communication between the involved users, this would also be the point where a voice connection between users becomes more relevant and user representations might become more detailed to include gestures or even expressions, depending on what is offered by the technology in use. ...
... In addition, context information from the visiting user like their field of view [58], or additional ways of communication, like letting them place hints in the environment of their partner [49], might make the interaction more fluid. Depending on the intended interaction, the communication features can be chosen symmetrically, with both users receiving information about each other's environment, or asymmetrically, setting the focus on one user's surroundings that are to be discussed [56]. At the point where two users feel the need to collaborate at a level of directness that exceeds the interaction in the check-in phase, a visiting user could decide to temporarily travel to the hosting user's location. ...
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... To this end, we introduce Blended Whiteboard-an MR system for remote collaboration that combines physical surfaces and virtual avatars into a blended whiteboard workspace, which can be reconfigured to suit users' collaborative needs. Prior related work has either focused on supporting physicality through MR [15,18,63] or workspace reconfigurability through other display types [14,17,30,62]. However, this work focuses on the tension that arises from using MR to combine the two. ...
... These systems enable new flexibility to blend remote spaces, but they are not reconfigurable. More recently, researchers have proposed partially blended spaces that can be dynamically defined [15,18]. The concept of Partially Blended Realities (PBR) by Grønbaek et al. [15] offers a solution, focusing on mapping relevant surfaces for tasks rather than aligning the whole space. ...
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... Using 360-degree video capture, VR systems have been able to provide more complete pictures of local environments to remote users inhabiting a fixed perspective [56], moving based on local user control [39], or independently using telepresence robots [23]. With room-scale depth capture, projects such as XSpace [20] and Re-locations [14] enable the creation of blended locations for remote, multi-view collaboration. Systems such as Loki [44] and Holoportation [35] are also capable of streaming environmental depth information. ...
... These interactions have analogues in the space of immersive collaboration. Projects have discussed ways to merge [20,48], duplicate [54], and remix [29] immersive environments. Some of these ideas also emerged from participant reactions to the DualStream prototype. ...
Conference Paper
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... Using 360-degree video capture, VR systems have been able to provide more complete pictures of local environments to remote users inhabiting a fixed perspective [56], moving based on local user control [39], or independently using telepresence robots [23]. With room-scale depth capture, projects such as XSpace [20] and Re-locations [14] enable the creation of blended locations for remote, multi-view collaboration. Systems such as Loki [44] and Holoportation [35] are also capable of streaming environmental depth information. ...
... These interactions have analogues in the space of immersive collaboration. Projects have discussed ways to merge [20,48], duplicate [54], and remix [29] immersive environments. Some of these ideas also emerged from participant reactions to the DualStream prototype. ...
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... This way, the environments themselves do not need to be aligned, but rather a common anchor is established within each collaborator's environment. Herskovitz et al. provide a toolkit capable of displaying collaborators through a portal, world-in-miniature display, or by anchoring them to a common element of both rooms, such as a chair or table [9]. The idea of anchoring has also been explored in other works [6,7,10]. ...
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... Spatial information refers to the geographical or spatiallyrelated data such as the location of certain objects or the occurrence of interactions. Spatial information is usually visualized by 3D models [34,41,48,130], overlaying data [40,54], and visual cues such as arrows and lines [10,64,112]. ...
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... We propose an interoperable solution that enables users to create their personal AR environments that can be discovered in the physical world by other users using AR-enabled devices. Unlike other existing work such as XSpace [9], we aim for a synthetic and semantic interoperable solution that decentralises the collaborative aspect of AR environments while also enabling the sharing of crucial environmental information such as common reference spaces. Our interoperable solution should enable the unambiguous description of the virtual environment in a way that other applications can access and understand. ...
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... HoloLens, Tango devices, RoomAlive setup) into a single shared, co-located 3D space. Hershkovitz et al. later extend this work into a similar toolkit called XSpace [18]. ...
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