Virtual Reality (VR) is a powerful modern medium. Immersive qualities of VR enables the design of efficient educational, industrial and training solutions. The advent of low-cost head-mounted display (HMD) devices made this technology accessible at large and featured VR with possibilities to monitor interactions and user’s motion. However, due to lack of real–time data communication and collection at present, it is still a challenge to obtain a feedback mechanism related the user’s behavior. This paper addresses an architecture that is designed to implement a feedback mechanism. The architecture consists of a data communication tool, a relevant immersive environment and third party software. The communication tool is used to transmit data with different sample rates in real-time. The feedback mechanism of designed architecture is presented through a number of case studies. A solution for observing the user’s behavior is also presented in this paper with the motivation to complement analysis of performed activities and subjective feedback towards VR based applications.
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Real Time Data Communication for Intelligent Extended Reality Applications
Semantic Scholar · Computer Science · 2020
Abstract
Virtual Reality (VR) is a powerful modern medium. Immersive qualities of VR enables the design of efficient educational, industrial and training solutions. The advent of low-cost head-mounted display (HMD) devices made this technology accessible at large and featured VR with possibilities to monitor interactions and user’s motion. However, due to lack of real–time data communication and collection at present, it is still a challenge to obtain a feedback mechanism related the user’s behavior. This paper addresses an architecture that is designed to implement a feedback mechanism. The architecture consists of a data communication tool, a relevant immersive environment and third party software. The communication tool is used to transmit data with different sample rates in real-time. The feedback mechanism of designed architecture is presented through a number of case studies. A solution for observing the user’s behavior is also presented in this paper with the motivation to complement analysis of performed activities and subjective feedback towards VR based applications.