Collaboration
Collaboration
This use case pertains to AR assistance for two or more people in proximity or at a distance who are interacting with digital assets for the purpose of collaborative design, creation and review.
Prior to AR Adoption
Collaboration is defined as having one or more of the following characteristics:
- Two or more people are communicating in real time
- The participants can see the same information at the same time
- The participants in a session are able to make comments, annotate and edit the shared digital assets
- The shared digital assets are stored where they can be retrieved by one or more users during the session and in the future
- The goals of collaboration include to reach consensus, co-create new digital assets or content or make decisions.
People collaborate in many ways and with a variety of tools. When people in physical proximity collaborate, they use gestures in conjunction with one or more physical models (e.g., scale replicas), or electronic or physical boards (using pens). Collaborating at a distance can be supported through platforms such as WebEx, Google Meet, GoToMeeting or other similar commercial offerings. In these cases, collaborators must use a mouse and/or keyboard to add information or to annotate shared assets. Without AR support, collaborators using shared technological solutions are almost always limited to 2D figures and text. Sometimes video and animations are used to bring a concept “to life” during a session. Alternatively, there are spaces where wearing a Virtual Reality headset, participants can collaborate and co-create using 3D models. In these cases, participants share an entirely digital environment and the objects within it.
Business Challenges AR Introduction Addresses
Collaborative AR use cases address the gap that current collaborative platforms cannot fill if participants in a review, design or problem-solving session need to interact in real time with both the real world and with digital assets. Without AR, users may not be aware of the relative positions of collaborators with respect to the digital assets. With collaborative AR platforms, the participants may be able to reduce or eliminate the time and cost of travel to share a physical place by introducing physical and digital objects into their respective environments.
Use Case with AR
Compared with other use cases, AR for collaboration is a relatively advanced use case, involving not only technologies but users who are trained and have experience with manipulating digital objects in their AR experiences. Prior to a collaborative AR session, digital assets are loaded into a “common” space. The assets that benefit the most from these use cases are 3D models which can be manipulated, modified and annotated in real time. Each participant in a collaborative AR experience is able to interact with the model as well as perceive the live interactions of other participants. The primary addition over using traditional on-line platforms for collaboration is that AR provides “presence” in 3D space. The participants can see where their collaborators are with respect to the digital assets and themselves, offering insights about concerns or new ideas.
Common roles of Users
Any professional who needs to collaborate, review or co-create digital assets
- Designers
- Project managers
- Architects
- Roles that rely on 3D data visualization
Business Benefits:
The benefits of AR-assisted collaboration can be measured primarily in terms of reducing or eliminating the need for two or more users to travel to be in the same physical space to achieve their goals. In addition, there could be benefits due to lower cognitive load, compared to using traditional collaborative platforms, and higher overall satisfaction. The experience of moving around a digital asset while it is digitally presented to multiple users is similar to that produced when a scale model is in the same physical space as users.
Requirements
AR Hardware Requirements: Visual Tracking – Mobile
AR Hardware Requirements: On-board Storage – Augmented
AR Hardware Requirements: Inputs / Outputs: Sensors - Augmented
AR Hardware Requirements: Inputs / Outputs: Perception - Augmented
AR Hardware Requirements: Inputs / Outputs: Audio - Augmented
AR Hardware Requirements: Inputs / Outputs: Augmented
AR Hardware Requirements: Field of View - Augmented
Augmented - The device MUST provide a 3D view (the images for both eyes are fully overlapping, just offset to provide the perception of 3D).
Augmented - The device MUST provide a minimum 35 degree diagonal field of vision where AR content can be displayed. Augmented - The device SHOULD provide a minimum 50 degree diagonal field of vision where AR content can be displayed.Augmented - The device SHOULD have a variable range of operation from 40 cm to infinity, with HW support for developers to utilize from 20cm
AR Hardware Requirements: Environmental - Augmented
AR Hardware Requirements: Battery Life - Generic
AR Hardware Requirements: Inputs / Outputs: Controller
AR Hardware Requirements: Inputs / Outputs: Mouse / Touchpad
AR Hardware Requirements: Inputs / Outputs: Perception
AR Hardware Requirements: Inputs / Outputs: Processing
AR Hardware Requirements: Inputs / Outputs: Sensors
AR Hardware Requirements: Safety
AR Hardware Requirements: Visual Tracking - Augmented
AR Hardware Requirements: Wear Ability / Comfort - Augmented
AR Software Requirements: AR Content Support
- The content generation and consumption tool MUST support open 3D model formats.
- The content generation and consumption tool SHOULD support proprietary 3D model formats.
- The content generation and consumption tool SHOULD support animations.
- The content generation and consumption tool MUST support open 2D formats.
- The content generation and consumption tool SHOULD support proprietary 2D formats.
- The content generation and consumption tool SHOULD support open video formats.
- The content generation and consumption tool SHOULD support open audio formats.