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Grant: Discovery Grants Program - Individual

Carleton University

$41,000.00

Interaction in Cross-Platform Multi-User Virtual Reality

EF 2024-25

Résumé
As the COVID-19 pandemic reinforced our reliance on digital technology for communication, virtual reality (VR) is poised to soon become a critical communication technology. While commercial and research platforms for VR-based communication and collaboration exist, they typically assume comparable levels of interaction fidelity. The cost of VR devices, while lower than in past decades, still presents a barrier to access to portions of the population. Low-fi smartphone-based VR devices such as Google Cardboard offer only a partial solution, as they lack the interaction fidelity of high-end devices. Moreover, cybersickness persists and presents a major barrier to accessing VR for many people. I propose to investigate these interrelated issues of developing "platform-agnostic" collaborative VR systems, intended to provide next generation communication tools that work across a variety of platforms. I further propose to incorporate low-fi smartphone-based VR devices in these collaborative systems, by developing novel methods to improve interaction on these devices through the use of camera-based marker tracking. My goal is to improve the interaction fidelity of low-fi devices to be closer to that of high-fidelity devices. Finally, in developing novel locomotion techniques for smartphone-based VR, I will further investigate methods to mitigate cybersickness in multi-user VR. Current approaches to reducing cybersickness typically involve visual modifications to the environment such as discrete motion or reducing the field of view. It is currently unclear how appropriate such techniques are in multi-user VR, as they may affect collaboration. The proposed research program will provide cutting edge training for several HQP, preparing them for placement in the rapidly growing Canadian digital media sector. It will further yield novel technologies with potential to disrupt computer-based communications. The research will "level the playing field" between high and low-fidelity VR systems, developing novel ways for people to collaborate in VR systems across varying platform capabilities. This work has potential applications in numerous real-world areas ranging from medical training, education, design, therapy, and manufacturing.
Programme
Discovery Grants Program - Individual
Bénéficiaire
Emplacement
Ontario, Canada
Type de bénéficiaire
Academia
Type
Grant
Source
NSERC's Awards Data

Tel que publié

Application id
RGPIN-2023-05129
Name nom
Teather, Robert
Department département
School of Information Technology
Organization id
23
Institution établissement
Carleton University
Province en
Ontario
Province fr
Ontario
Country en
CANADA
Country fr
CANADA
Fiscal year exercice financier
2024
Competition year année de concours
2023
Award amount
41000
Program id
RGPIN
Program name en
Discovery Grants Program - Individual
Program name fr
Programme de subventions à la découverte - individuelles
Group en
DISCOVERY RESEARCH
Group fr
RECHERCHE AXÉE SUR LA DÉCOUVERTE
Committee code
1507
Committee name en
Computer Science
Committee name fr
Sciences informatiques
Area of application code
801
Area of application group en
Information and communication services
Area of application group fr
Services d'information et de télécommunications
Area of application en
Computer software
Area of application fr
Logiciel
Research subject code
2716
Research subject group en
Information technology
Research subject group fr
Technologie de l'information
Research subject en
Virtual reality and related simulations
Research subject fr
Réalité virtuelle et simulations connexes
Field of research list names en
Not available
Field of research list names fr
Non disponible
Socioeconomic objective list names en
Not available
Socioeconomic objective list names fr
Non disponible
Application title
Interaction in Cross-Platform Multi-User Virtual Reality
Keywords
virtual reality; 3d user interfaces; virtual object selection and manipulation; virtual navigation; cybersickness; haptic feedback; multi-user systems; collaboration
Application summary
As the COVID-19 pandemic reinforced our reliance on digital technology for communication, virtual reality (VR) is poised to soon become a critical communication technology. While commercial and research platforms for VR-based communication and collaboration exist, they typically assume comparable levels of interaction fidelity. The cost of VR devices, while lower than in past decades, still presents a barrier to access to portions of the population. Low-fi smartphone-based VR devices such as Google Cardboard offer only a partial solution, as they lack the interaction fidelity of high-end devices. Moreover, cybersickness persists and presents a major barrier to accessing VR for many people. I propose to investigate these interrelated issues of developing "platform-agnostic" collaborative VR systems, intended to provide next generation communication tools that work across a variety of platforms. I further propose to incorporate low-fi smartphone-based VR devices in these collaborative systems, by developing novel methods to improve interaction on these devices through the use of camera-based marker tracking. My goal is to improve the interaction fidelity of low-fi devices to be closer to that of high-fidelity devices. Finally, in developing novel locomotion techniques for smartphone-based VR, I will further investigate methods to mitigate cybersickness in multi-user VR. Current approaches to reducing cybersickness typically involve visual modifications to the environment such as discrete motion or reducing the field of view. It is currently unclear how appropriate such techniques are in multi-user VR, as they may affect collaboration. The proposed research program will provide cutting edge training for several HQP, preparing them for placement in the rapidly growing Canadian digital media sector. It will further yield novel technologies with potential to disrupt computer-based communications. The research will "level the playing field" between high and low-fidelity VR systems, developing novel ways for people to collaborate in VR systems across varying platform capabilities. This work has potential applications in numerous real-world areas ranging from medical training, education, design, therapy, and manufacturing.