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Proceedings of the ACM on Human-Computer Interaction
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29 pages
1 file
The introduction of Augmented Reality (AR) Head Mounted Displays (HMDs) in collaboration between remote and local workers, introduces new challenges given that camera views are now mobile. We introduce HoloMentor, an AR HMD-based collaborative system designed for remote instruction over live mobile views during physical tasks. Through Actionport, we provide a world-stabilized area where remote helpers can dynamically place a pointer and annotations on the physical environment. Through Actionpad, we provide an indirect input mechanism with an absolute position to the Actionport. We show how these innovations worked for participants engaged in a remote instructional task and how they supported effective and efficient communication. Finally, we provide the next steps for addressing AR on mobile views for remote instruction.
Distributed, Ambient and Pervasive Interactions, 2016
In this paper, we present a unified framework for remote collaboration using interactive augmented reality (AR) authoring and hand tracking methods. The proposed framework enables a local user to organize AR digital contents for making a shared working environment and collaborate multiple users in the distance. To develop the framework, we combine two core technologies: (i) interactive AR authoring method utilizing a smart input device for making a shared working space, (ii) hand-augmented object interaction method by tracking two hands in egocentric camera view. We implement a prototype of the proposed remote collaboration framework for testing its feasibility in an indoor environment. To the end, we expect that our framework enables collaboration as feeling a sense of co-presence with remote users in a user's friendly AR working space.
Lecture Notes in Computer Science, 2009
One claim of Technology-Enhanced Learning (TEL) is to support and exploit benefits from distance learning and remote collaboration. On the other hand, several approaches to learning emphasize the importance of handson experience. Unfortunately, these two goals don't go well together with traditional learning techniques. Even though TEL technologies can alleviate this problem, it is not sufficiently solved yet -remote collaboration usually comes at the cost of losing direct hands-on access. The ARiSE project aimed at bringing Augmented Reality (AR) to School Environments, a technology that can potentially bridge the gap between the two goals mentioned. The project has designed, implemented and evaluated a pedagogical reference scenario where students worked hands-on together over large distances. This paper describes the AR learning approach we followed and discusses its implementation and its future potential. It shows a simple and successful distributed AR learning approach and suggests features for improvement.
In this paper, we describe a prototype of a collaborative industrial teletraining system, based on distributed augmented reality. Augmented reality typically interfaced by a wearable computer is a natural method to present computer-based tools by merging graphics with a view of the real world. Distribution enables users on remote sites to collaborate on the training tasks by sharing the view of the local user equipped with a wearable computer. In this prototype, the users can interactively manipulate virtual objects that substitute for real objects, try out and discuss the training tasks.
2011
HP Laboratories HPL-2010-201 augmented reality, remote collaboration, computer vision, natural interaction, immersive experiences Video conferencing systems are designed to deliver a collaboration experience that is as close as possible to actually meeting in person. Current systems, however, do a poor job of integrating video streams presenting the users with shared collaboration content. Real and virtual content are unnaturally separated, leading to problems with nonverbal communication and the overall conference experience. Methods of interacting with shared content are typically limited to pointing with a mouse, which is not a natural component of face-to-face human conversation. This paper presents a natural and intuitive method for sharing digital content within a meeting using augmented reality and computer vision. Real and virtual content is seamlessly integrated into the collaboration space. We develop new vision based methods for interacting with inserted digital content including target finding and gesture based control. These improvements let us deliver an immersive collaboration experience using natural gesture and object based interaction.
Virtual Reality, 2002
We describe a design approach, Tangible Augmented Reality, for developing face-to-face collaborative Augmented Reality (AR) interfaces. Tangible Augmented Reality combines Augmented Reality techniques with Tangible User Interface elements to create interfaces in which users can interact with spatial data as easily as real objects. Tangible AR interfaces remove the separation between the real and virtual worlds and so enhance natural face-to-face communication. We present several examples of Tangible AR interfaces and results from a user study that compares communication in a collaborative AR interface to more traditional approaches. We find that in a collaborative AR interface people use behaviors that are more similar to unmediated face-to-face collaboration than in a projection screen interface.
2012
TeleAdvisor is a novel solution designed to support remote assistance tasks in many real-world scenarios. It consists of a video camera and a small projector mounted at the end of a tele-operated robotic arm. This enables a remote helper to view and interact with the workers' workspace, while controlling the point of view. It also provides the worker with a hands-free transportable device to be placed anywhere in his or her environment. Active tracking of the projection space is used in order to reliably correlate between the camera's view and the projector space.
Citeseer
Some applications require a person in a remote location (the trainer), to instruct another person (the trainee) on how to put together a number of objects according to a precise set of spatial relationships. In this paper we report the results of using a collaborative Mixed Reality application that allows the trainer to manipulate the virtual objects in a virtual environment. At the same time, the trainee observes the virtual object manipulation as means to move the real objects accordingly. The trainer uses a Virtual Reality interface and the trainee uses an Augmented Reality one. The results show that, even though the time to complete the task using the application is longer, users perceive that collaboration using a similar application in the real world could make collaboration easier.
Lecture Notes in Computer Science, 2006
Handheld Augmented Reality (AR) is expected to provide ergonomic, intuitive user interfaces for untrained users. Yet no comparative study has evaluated these assumptions against more traditional user interfaces for an education task. In this paper we compare the suitability of a handheld AR arts-history learning game against more traditional variants. We present results from a user study that demonstrate not only the effectiveness of AR for untrained users but also its fun-factor and suitability in environments such as public museums. Based on these results we provide design guidelines that can inform the design of future collaborative handheld AR applications.
2013 IEEE International Symposium on Mixed and Augmented Reality (ISMAR), 2013
This paper describes an AR system for remote collaboration using a captured 3D model of the local user's scene. In the system a remote user can manipulate the scene independently of the view of the local user and add AR annotations that appear projected into the real world. Results from a pilot study and the design of a further full study are presented.
Communications of the ACM, 2002
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