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- Cross-device platform for collaborative educational experiences in mixed realityPublication . Lucas, Letícia Inês da Silva Barbedo; Costa, Carla Maria Duarte da Silva e; Jorge, Pedro Miguel Torres MendesAbstract This dissertation presents the design and implementation of a cross-device platform for collaborative educational experiences in Mixed Reality (MR). While these technologies have the potential to transform learning, turning abstract concepts into something tangible, their generalized adoption is hindered by some persistent challenges: device fragmentation and the lack of interoperability between different systems. With different devices providing incompatible capabilities, truly inclusive and scalable classroom experiences are difficult to attain. To address this, the project proposes a modular client-server architecture enabling seamless collaboration between heterogeneous platforms. On the client side, OpenXR provides the foundational layer for interoperability, enabling unified user interaction across devices. On the server side, a dual approach is adopted: a Unity server coordinates multiplayer sessions, object alignment and scene management, while a Python server handles computer vision tasks. The latter integrates a custom object detection pipeline capable of personalized marker recognition and communicates with clients via sockets for real-time responses. The developed platform is validated through a representative educational scenario focused on renewable energies, where users employing Magic Leap 2 and Meta Quest 3 devices - examples of Augmented and Virtual Reality, respectively - collaboratively manipulate synchronized virtual objects (a Sun and clouds), anchored to physical markers (miniature photovoltaic panel replicas). Results demonstrate that the proposed approach achieves real-time synchronization, robust object tracking, and extensibility for integrating both new devices and educational experiences in the future. This work provides an open-source framework that enables educators and developers to create their own custom Mixed Reality experiences, without requiring extensive technical knowledge. Beyond its immediate educational applications, the platform establishes a foundation for future research in cross-platform Mixed Reality systems, especially those that foster collaboration and creativity in learning.
