Presence and visual communication are pivotal points to enable collaboration. That is why the conception of a generic support for users’ incarnation is the main ambition of this working group. For that purpose, studies will be conducted to determine, for each use case, the user’s representations that lead a better awareness of others. Finally, a set of tools dedicated to designers will be developed to simplify avatars’ integration and animation.
Today, several solutions exist to address spatialized markerless Augmented Reality, and model targets. However, each solution uses its own representation of real objects and environment (point clouds, features maps, meshes, …), which represents a hurdle to be overcome for communication between different devices. In this working group, we intend to evaluate existing technologies and collaborate with the main Open standardization projects in order to select & integrate the most suitable for UMI3D.
Interaction abstraction has been the core feature of UMI3D since the very beginning. This involves adding an abstraction layer between the 3D environment and the device by describing the interactions in a finite set of objects. This is probably the most advanced part of the project, but further work must be done. Body interactions and haptic device management are, for instance, not yet supported. Therefore, this working group will first focus on defining a generic description for physical interactions.
Implementations & Deployment tools
In order to make UMI3D available to the whole AR/VR community, this working group will work on Open source development kits for the main game engines (e.g. Unity, Unreal).
The second objective of this working group will be to develop easy-to-deploy cloud containers for UMI3D based 3D media.
Browsers & Devices
Thanks to UMI3D, it is now possible to develop 3D environments without taking into account the device limitations. A single protocol is used by those environments for interaction, which allows for the creation of a single browser per device, capable of interpreting the environment descriptions. This working group intends to provide UMI3D browsers for the main AR/VR devices, and to investigate best practices for dynamic UI generation for UMI3D environments.
This group aims to make any object displayable by any device. Not all the devices and setups are equal in capabilities, qualities and expectancies and UMI3D’s goal is to unburden the 3D Environment from those issues. For that purpose, we need to select content standards that can be dynamically loaded by any device at multiple level of details.
Analytics & Privacy
User studies are useful, if not necessary to assess the viability and performance of an application. However, it is not trivial to do it properly from a technical and ethical point of view. Our belief is that analytics & privacy can’t be separated when it comes to recording user activities in real-time. This working group will cover topics such as data collecting, storing and processing, as well as researching and computing suitable metrics. The design and development of standard assessment tools and applications with UMI3D will also be addressed.
The purpose of this working group is to conduct end-user studies to determine how to use UMI3D to support cooperative work in real-life situations. These studies will improve UMI3D specifications and implementations in this direction. Finally, best practices for designing and promoting end-user adoption of the UMI3D-based Computer-Supported Cooperative Work system will be published.
Design Tools & Methods
The main objectives of this working group are the study of UMI3D implications for the design of shared & interactive 3D media, and the creation of appropriate design tools & methods.