Can you show me what you see?

Initial situation

Mixed Reality (MR) integrates virtual objects into the physical world, this can create platforms for interactions and collaboration. With increased development into virtual and mixed reality content, users can experience digital content as part of the real world. However, a major challenge arises when users want to share their content with other people. In what way is it possible to control the visibility of virtual content to people that are using their own MR devices or no such device at all. Further questions arise when asked how privacy can be guaranteed without decreasing collaboration. Traditionally it is obvious when a person is looking at their screen that they’re engaged in the virtual world, but this is not apparent when using MR devices. Furthermore, sharing content on a screen is as simple as turning it towards the other person but when the screen is directly in front of your eyes it isn’t possible anymore. In a world where MR is increasingly integrated into daily life, it is essential to create an intuitive user interface. This UI must enable the users to manage the visibility of their content and balance the ease of use and privacy concerns. Inspiration can be found from conventional sharing methods, such as showing someone a phone screen or sending the content digitally. How users interact with physical objects in real life might lead to a more intuitive UI design. To make the system effective for all users, it is required to combine user experience and technical implementation using Unity. By tackling these challenges, MR can become a more collaborative and user-friendly technology, shaping the future of digital interaction.

Project goal

The goal of this project is to create an intuitive, secure and practical way to share virtual content with multiple users. This will be achieved by analysing current implementations of this problem and inspirations of real-world interactions and digital sharing methods. This product aims to enhance collaboration in virtual environments, with a strong focus on usability, efficiency and security. To achieve this, the project will analyse current implementations and research of content sharing, this will be documented and built upon. This research driven approach will take in consideration current best practices and will focus on how content sharing can be implemented and a simple implementation of it.

Impression 1

FHNW

This image shows the flow of the concept made.

Impression 2

FHNW

When entering the sharing mode, the proxy points of the sources and targets are visible. Blue for the source or other users and yellow for targets or shareable object. (These points are skewed to the right because the picture was taken from the left eye view of a VR headset.)

Impression 3

FHNW

Here the connections were created between multiple objects and users. The lines are drawn thicker to be more visually distinct

Solution developed and its benefits

The solution consists of three core components:

  • ConnectionPoints, which mark objects as sources or targets
  • ConnectionProxies, which represent these points in connection mode and support grabbing
  • ConnectionManager, which controls proxy spawning, connection line rendering, and interaction state changes.

User testing with five participants, supported by the System Usability Scale (SUS), indicated that the tangible, spatial nature of the interaction increased clarity and engagement. While the system does not implement networking or content security, it demonstrates that a spatially grounded, gesture-based sharing method can effectively communicate the flow of virtual content within VR. These findings provide a basis for future work on secure, multi-user sharing systems that retain the same visual and interaction principles.

Team

Pascal Erne

Advisor
Kevin Kim