Commit f32f2b32 authored by Simon Gorissen's avatar Simon Gorissen
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parents a494f762 1ef95059
This project contains the deliverables for the paper entitled "Collaborative Software Modeling in Virtual Reality" that has been accepted at the ACM/IEEE 24th International Conference on Model Driven Engineering Languages and Systems (MODELS).
Modeling is a key activity in conceptual design and system design. Through collaborative modeling, end-users, stakeholders, experts, and entrepreneurs are able to create a shared understanding of a system representation. While the Unified Modeling Language (UML) is one of the major conceptual modeling languages in object-oriented software engineering, more and more concerns arise from the modeling quality of UML and its tool-support. Among them, the limitation of the two-dimensional presentation of its notations and lack of natural collaborative modeling tools are reported to be significant. In this paper, we explore the potential of using Virtual Reality (VR) technology for collaborative UML software design by comparing it with classical collaborative software design using conventional devices (Desktop PC / Laptop). For this purpose, we have developed a VR modeling environment that offers a natural collaborative modeling experience for UML Class Diagrams. Based on a user study with 24 participants, we have compared collaborative VR modeling with conventional modeling with regard to efficiency, effectiveness, and user satisfaction. Results show that the use of VR has some disadvantages concerning efficiency and effectiveness, but the user's fun, the feeling of being in the same room with a remote collaborator, and the naturalness of collaboration were increased.
How to install this Project:
1. Install Unity:
To build the prototype from source or edit it, this repository first has to be cloned to a local device
and the Unity Engine in Version 2020.3 has to be installed.
This is done most easily by installing Unity through the Unity Hub (https://unity3d.com/get-unity/download).
Make sure to also install the Android build support through the Unity install wizard.
Afterwards, the VmodlR folder which contains the Unity Project can be opened through
Unity. Unity will need some time to import the project on first opening.
2. Configure Build Settings:
To build the application for the Oculus quest the build settings have to be setup correctly.
This should already be the case when pulling the repository.
To be sure, you should check the build settings in the Unity Editor after the Project was opened
by navigating to File > Build Settings. In the Platform list click on Android and verify that
all settings are equal to the following List.
Texture Compression: ASTC
ETC2 fallback: 32-bit
Export Project: No
Build App Bundle (Google Play): No
Compression Mode: LZ4
In the "Scenes In Build"-Region in the upper half of the window,
make sure The First Scene shown is "Scenes/Lobby" and the second Scene is "Scenes/MainEnvironment"
and that the checkmarks next to those two Scenes are ticked. All other Scenes should not be ticket.
If the black-white cube icon is not shown next to the Android label,
the build Platform has to be changed by clicking the "Switch Platform"-Button
that will be displayed in the lower right corner.
3. Configure VR Support:
After the build settings have been set correctly, Unity’s VR support has to be enabled.
This should already be done by default in the repository.
You can check this by navigation to "Edit" > "Project Settings...".
In the Project Settings window that will open, click on the "XR Plug-in Management" in the list on the left.
Make sure the "Oculus"-checkbox is ticked in the PC- (Monitor-Icon) and the Android- (Android-Logo-Icon) Tabs.
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