Creating explorable extended reality environments with semantic annotations

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Creating explorable extended reality environments with semantic annotations ´ 1 Jakub Flotynski Received: 26 February 2020 / Revised: 23 July 2020 / Accepted: 28 August 2020 / © The Author(s) 2020

Abstract The main element of extended reality (XR) environments is behavior-rich 3D content consisting of objects that act and interact with one another as well as with users. Such actions and interactions constitute the evolution of the content over time. Multiple application domains of XR, e.g., education, training, marketing, merchandising, and design, could benefit from the analysis of 3D content changes based on general or domain knowledge comprehensible to average users or domain experts. Such analysis can be intended, in particular, to monitor, comprehend, examine, and control XR environments as well as users’ skills, experience, interests and preferences, and XR objects’ features. However, it is difficult to achieve as long as XR environments are developed with methods and tools that focus on programming and 3D modeling rather than expressing domain knowledge accompanying content users and objects, and their behavior. The main contribution of this paper is an approach to creating explorable knowledge-based XR environments with semantic annotations. The approach combines description logics with aspect-oriented programming, which enables knowledge representation in an arbitrary domain as well as transformation of available environments with minimal users’ effort. We have implemented the approach using well-established development tools and exemplify it with an explorable immersive car showroom. The approach enables efficient creation of explorable XR environments and knowledge acquisition from XR. Keywords Extended reality · 3D Web · Exploration · Reasoning · Queries · Semantic web · Ontologies · Annotations

1 Introduction Extended reality (XR) covers different forms of combined real and virtual environments, ranging from augmented reality (AR) to virtual reality (VR) in the reality-virtuality continuum [34], and encompassing different types of presentation and interaction with objects in  Jakub Floty´nski

[email protected] 1

Pozna´n University of Economics and Business, Niepodległo´sci 10, 61-875, Pozna´n, Poland

Multimedia Tools and Applications

such environments [27]. Realistic immersion in XR has been enabled by the increasing performance of GPUs as well as the variety of available headsets and controllers. XR attracts users in multiple application domains, such as marketing, merchandising, simulation, design, engineering, medicine, education, and training. A key element of XR environments is behavior-rich 3D content whose objects perform actions and interactions with one another and with content users, leading to the creation, modification, and destruction of objects in 3D scenes. Multiple application domains can benefit from registering behavior of users and 3D content in XR, including their actions and interactions described using general or domain knowledge. Registered behavior can be subjec