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CrossAtlas:评估跨现实协作中空间参考的投影技术

CrossAtlas: Evaluating Projection Techniques for Spatial Referencing in Cross-Reality Collaboration

Haoyang Yang, Chenyang Zhang, Elliott H. Faa, Weijian Liu, Lily Seika Chisholm, Benjamin Lee, David Saffo, Feiyu Lu, Blair MacIntyre, Yalong Yang

arXiv 2607.28583首次发表:更新:

AI 中文总结

CrossAtlas是整合多种投影技术的PC-VR协作平台,经24组双人受控研究发现,球形投影变体在空间参考任务中表现优于平面投影,可提升跨现实协作效果。

AI 中文摘要

跨现实协作日益将沉浸式用户与桌面用户连接到同步工作空间中,但沉浸式3D布局与桌面2D视图之间的双向投影技术如何影响沟通,目前尚不清楚。空间参考依赖于共享的空间理解,但不同的映射会以不同方式保留和扭曲几何关系,改变协作者视图中的感知邻接性、方向和覆盖范围。我们提出CrossAtlas,这是一个同步的PC-VR协作平台,整合了多种双向投影技术,包括三种平面投影变体和等距圆柱投影(一种球形投影变体),适用于不同曲率的布局。在一项包含24组双人的受控研究中,协作者在不同投影-布局条件下完成空间参考任务,我们收集了绩效和主观测量数据。结果显示,投影选择对协作有显著影响,球形投影变体通常优于平面投影,且在不同对象布局中保持稳健性。

英文摘要

Cross-reality collaboration increasingly connects immersive and desktop users within synchronized workspaces, yet little is known about how bidirectional projection techniques between immersive 3D layouts and desktop 2D views influence communication. Spatial referencing depends on shared spatial understanding, but different mappings preserve and distort geometric relationships in different ways, altering perceived adjacency, orientation, and coverage across collaborators' views. We present CrossAtlas, a synchronized PC-VR collaboration platform that integrates multiple bidirectional projection techniques, including three planar projection variants and equirectangular, a spherical projection variant, across layouts of varying curvature. In a controlled study with 24 dyads, collaborators completed spatial referencing tasks under different projection-layout conditions while we collected performance and subjective measures. Our results show that projection choice strongly shaped collaboration, with the spherical variant often outperforming planar projections and remaining robust across object layouts.

Comments11 pages, 8 figures, Accepted to IEEE ISMAR 2026 (TVCG journal track)

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