Construction project management requires frequent inspections to ensure the quality and progress of the construction work. Multiple stakeholders are involved in the inspection process during the project lifecycle. Some project stakeholders, such as architects, owners, structural engineers are involved with multiple construction projects at a time and are responsible to conduct timely inspection and monitoring tasks. This paper studies the potential of Virtual Reality (VR) and robotics for real-time remote inspection. The benefits and challenges of using VR for construction inspection and monitoring were identified and ranked through a systematic literature review. The top 5 benefits were found to be enhanced collaboration, realistic and immersive visualization, remote presence, reduction in inspection time, and support for decision-making. The top 5 challenges identified in this study include low- resolution displays, limited integration with existing technologies (such as BIM), causing disorientation and dizziness for the user, cost of adoption, and job site internet access limitations. Finally, a new approach was investigated for using VR to enable an immersive experience in remote inspection with an inspector assistant robot for real-time remote construction inspection. The experimental investigation verified the identified benefits and challenges.
more »
« less
A Testbed for Exploring Virtual Reality User Interfaces for Assigning Tasks to Agents at Multiple Sites
In virtual reality (VR) teleoperation and remote task guidance, a remote user may need to assign tasks to local technicians or robots at multiple sites. We are interested in scenarios where the user works with one site at a time, but must maintain awareness of the other sites for future intervention. We present an instrumented VR testbed for exploring how different spatial layouts of site representations impact user performance. In addition, we investigate ways of supporting the remote user in handling errors and interruptions from sites other than the one with which they are currently working, and switching between sites. We conducted a pilot study and explored how these factors affect user performance.
more »
« less
- Award ID(s):
- 2037101
- PAR ID:
- 10482128
- Publisher / Repository:
- ACM
- Date Published:
- Journal Name:
- SUI '23: Proceedings of the 2023 ACM Symposium on Spatial User Interaction
- ISBN:
- 9798400702815
- Page Range / eLocation ID:
- 1 to 2
- Format(s):
- Medium: X
- Location:
- Sydney NSW Australia
- Sponsoring Org:
- National Science Foundation
More Like this
-
-
In many complex tasks, a remote expert may need to assist a local user or to guide his or her actions in the local user's environment. Existing solutions also allow multiple users to collaborate remotely using high-end Augmented Reality (AR) and Virtual Reality (VR) head-mounted displays (HMD). In this paper, we propose a portable remote collaboration approach, with the integration of AR and VR devices, both running on mobile platforms, to tackle the challenges of existing approaches. The AR mobile platform processes the live video and measures the 3D geometry of the local environment of a local user. The 3D scene is then transited and rendered in the remote side on a mobile VR device, along with a simple and effective user interface, which allows a remote expert to easily manipulate the 3D scene on the VR platform and to guide the local user to complete tasks in the local environment.more » « less
-
With the pandemic preventing access to universities and consequently limiting in-person user studies, it is imperative to explore other mediums for conducting user studies for human-robot interaction. Virtual reality (VR) presents a novel and promising research platform that can potentially offer a creative and accessible environment for HRI studies. Despite access to VR being limited given its hardware requirements (e.g. need for headsets), web-based VR offers universal access to VR utilities through web browsers. In this paper, we present a participatory design pilot study, aimed at exploring the use of co-design of a robot using web-based VR. Results seem to show that web-based VR environments are engaging and accessible research platforms to gather environment and interaction data in HRI.more » « less
-
Virtual reality (VR) simulations have been adopted to provide controllable environments for running augmented reality (AR) experiments in diverse scenarios. However, insufficient research has explored the impact of AR applications on users, especially their attention patterns, and whether VR simulations accurately replicate these effects. In this work, we propose to analyze user attention patterns via eye tracking during XR usage. To represent applications that provide both helpful guidance and irrelevant information, we built a Sudoku Helper app that includes visual hints and potential distractions during the puzzle-solving period. We conducted two user studies with 19 different users each in AR and VR, in which we collected eye tracking data, conducted gaze-based analysis, and trained machine learning (ML) models to predict user attentional states and attention control ability. Our results show that the AR app had a statistically significant impact on enhancing attention by increasing the fixated proportion of time, while the VR app reduced fixated time and made the users less focused. Results indicate that there is a discrepancy between VR simulations and the AR experience. Our ML models achieve 99.3% and 96.3% accuracy in predicting user attention control ability in AR and VR, respectively. A noticeable performance drop when transferring models trained on one medium to the other further highlights the gap between the AR experience and the VR simulation of it.more » « less
-
null (Ed.)A significant challenge for future virtual reality (VR) applications is to deliver high quality-of-experience, both in terms of video quality and responsiveness, over wireless networks with limited bandwidth. This paper proposes to address this challenge by leveraging the predictability of user movements in the virtual world. We consider a wireless system where an access point (AP) serves multiple VR users. We show that the VR application process consists of two distinctive phases, whereby during the first (proactive scheduling) phase the controller has uncertain predictions of the demand that will arrive at the second (deadline scheduling) phase. We then develop a predictive scheduling policy for the AP that jointly optimizes the scheduling decisions in both phases. In addition to our theoretical study, we demonstrate the usefulness of our policy by building a prototype system. We show that our policy can be implemented under Furion, a Unity-based VR gaming software, with minor modifications. Experimental results clearly show visible difference between our policy and the default one. We also conduct extensive simulation studies, which show that our policy not only outperforms others, but also maintains excellent performance even when the prediction of future user movements is not accurate.more » « less