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2001, Proceedings of the International Workshop on …
This paper describes a program of research to develop and implement an integrated system of data collection and authoring tools and a concomitant infrastructure for collecting and presenting a range of information about a specific location in a Mixed Reality experience. The system has been designed so that a wide range of users such as scientific domain experts, artists, or any user with a mobile phone, can author and "post" information to a particular site.
While Mixed Reality (MR) technology is steadily maturing, application development is still lacking advanced authoring tools -even the simple presentation of information, which should not require any programming, is not systematically addressed by development tools. Moreover, there is also a severe lack of agreed techniques or best practices for the structuring of MR content. In this paper we present APRIL, the Augmented Presentation and Interaction Languge, an authoring platform for MR presentations which provides tools and techniques that are independent of specific applications or target hardware platforms, and should be suitable to raise the level of abstraction on which MR content creators can operate.
2005
Mixed Reality (MR) offers a unique challenge in integrating interacting agents, show-control devices, graphics and audio presentation, and human interaction into a single consolidated system. While each component may be addressed individually, combining their various functionalities via a dynamic script that delivers an interactive, non-linear story (scenario, world) requires a robust process and system. In this paper, we present a
INTERACT 2001, 2001
Mixed Reality (MR) aims to create user interfaces where interactive virtual objects are overlaid on the physical environment, naturally blending with it in real time. In this paper we presents Tiles, a MR authoring interface for easy and effective spatial composition, layout and arrangement of digital objects in mixed reality environments. Based on a tangible MR interface approach, Tiles is a transparent user interface that allows users to seamlessly interact with both virtual and physical objects. It also introduces a consistent MR interface model, providing a set of tools that allow users to dynamically add, remove, copy, duplicate and annotate virtual objects anywhere in the 3D physical workspace. Although our interaction techniques are broadly applicable, we ground them in an application for rapid prototyping and evaluation of aircraft instrument panels. We also present informal user observations and a preliminary framework for further work.
2003
Abstract: This paper describes the basic ideas of our effort to develop a framework for the structured authoring of mixed reality (MR) applications. The overall objective of the AMIRE project is to define and implement a software system that allows content experts to easily design and implement mixed reality applications without detailed knowledge about the underlying base technologies.
2002
Abstract Mixed Reality, the simultaneous overlay of the real world with a computer-generated world, has a special potential for solving authoring problems. Since the world to be modeled and the actual computer model can be visualized together, it is possible to show their relationship in a less abstract form. This could be very valuable for authoring purposes, since authors are often concerned with building a model of certain aspects of reality. A prominent role in the authoring process is assumed by authoring tools.
e-pub.uni-weimar.de
Avances en Interacción Humano-Computadora, 2016
We present a work in progress related to an Augmented Reality (AR) platform, which is intended to be used by the end user to create their own stories through multimedia content. Based upon a review of existing tools to create AR scenarios in the context of smart cities, we have developed SituAR, a platform in which the user is able to create AR content using multimedia, storytelling and gamification elements. Our goal is to facilitate the creation of AR scenarios and to empower users to become authors. We also include social media elements used for users to share, rank, and comment the content created in order to add new information and to facilitate interaction. This paper discusses SituAR and its potential. In addition, we present preliminary prototypes. Finally, this project is aimed to produce an engaging platform for promoting cultural heritage through interactive stories added to POIs by end users.
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, 2019
3D buildings with 360°images geotagged social media virtual avatars and live chats geotagged virtual gifts geotagged street art geotagged framed photos Geollery.com Figure 1: Geollery creates an interactive mirrored world where users are immersed with 3D buildings, live chats, and geotagged social media. The social media are visualized as balloons, billboards, framed photos, and gift boxes in real time. ABSTRACT We present Geollery, an interactive mixed reality social media platform for creating, sharing, and exploring geotagged information. Geollery introduces a real-time pipeline to progressively render an interactive mirrored world with three-dimensional (3D) buildings, internal user-generated content, and external geotagged social media. This mirrored world allows users to see, chat, and collaborate with remote participants with the same spatial context in an immersive virtual environment. We describe the system architecture of Permission to make digital Geollery, its key interactive capabilities, and our design decisions. Finally, we conduct a user study with 20 participants to qualitatively compare Geollery with another social media system, Social Street View. Based on the participants' responses, we discuss the benefits and drawbacks of each system and derive key insights for designing an interactive mirrored world with geotagged social media. User feedback from our study reveals several use cases for Geollery including travel planning, virtual meetings, and family gathering. CCS CONCEPTS • Human-centered computing Mixed / augmented reality; Virtual reality; Web-based interaction.
2003
Mixed Reality Architecture (MRA) dynamically links and overlays physical and virtual spaces. This paper investigates the topology of and the relationships between the components of MRA. As a phenomenon, MRA takes its place in a long history of technologies that have influenced conditions for social interaction as well as the environment we build around us. However, by providing a flexible spatial topology spanning physical and virtual environments it presents new opportunities for social interaction across electronic media. An experimental MRA is described that allowed us to study some of the emerging issues in this field. It provided material for the development of a framework describing virtual and physical spaces, the links between those and the types of mixed reality structure that we can envisage it being possible to design using these elements. We propose that by re-introducing a level of spatiality into communication across physical and virtual environments MRA will support everyday social interaction, and may convert digital communication media from being socially conservative to a more generative form familiar from physical space.
2003
In this paper, we describe our initial experiences with Mixed Reality Architecture (MRA) in use in an everyday office setting. Two offices and one meeting space were dynamically linked across a single virtual space for a period of three weeks. MRA has become useful for maintaining general background awareness of others but also as an easy to engage with tool for remote communication. We describe issues in the design of MRA, its implementation in an everyday office setting and outline early results from its evaluation before briefly describing its future extension.
Proceedings of the …, 2003
This chapter describes the evolution of a software system specifically designed to support the creation and delivery of Mixed Reality (MR) experiences. We first describe some of the attributes required of such a system. We then present a series of MR experiences that we have developed over the last four years, with companion sections on lessons learned and lessons applied. We conclude with several sample scripts that one might write to create experiences within the current version of this system. The authors' goals are to show the readers the unique challenges in developing an MR system for multimodal, multi-sensory experiences and to demonstrate how developing MR applications informs the evolution of such a framework.
CHI’20, Honolulu, HI, USA, 2020
Head mounted displays (HMDs) can provide users with an immersive virtual reality (VR) experience, but often are limited to viewing a single environment / data set at a time. In this position paper, we argue that co-located users in the real world can help provide additional context and steer virtual experiences. With the use of a separate canvas, such as a large-scale display wall, non-immersed users can view a multitude of contextual information. This information can be used to drive the VR user's interactions and lead to deeper understanding. We will highlight two digital humanities use cases that capture real locations using a 360°camera: 1) urban art and 2) urban community gardens. In both cases, HMDs allow users to view a space and its surroundings, while non-immersed users can help with tasks such as placing overlays with auxiliary information, navigating between related spaces, and directing the VR user's actions.
Proceedings of the 9th International Conference on Mobile and Ubiquitous Multimedia - MUM '10, 2010
With advanced sensor technologies and tools for content creation, current mobile devices possess features for providing information services based on user's location. There are several services for geographically pinned user-generated content focusing on providing information to users in unfamiliar locations. However, information needs regarding location-based content services in the familiar everyday context have so far been quite little researched. Our research entailed a 12-day user study where nine participants kept a diary, in which they reported needs for annotations of locations they had come across in various day-to-day situations. Based on our results, we present design implications for annotation services, taking into account the user needs in various daily situations. The results show that the services should support flexible controls of the visibility of annotations, notifications about selected annotations within the vicinity, and easy remote annotations. In addition, the system should support collective and living annotations that can be contributed by several users.
Entertainment Computing, 2003
This paper describes a prototyping environment for rapid application development. We combine existing AR-technologies with a component-based 3D animation library and a scripting API. Through the development of an interface to a high-level 3D modelling system we are able to use this visual tool for modelling and basic animation features in MR design. This provides content experts with a powerful tool to quickly design and test mixed reality prototypes. We consider applications in the area of interactive mixed reality illustrations in the context of technical descriptions / user manuals and interactive exhibitions in museums.
Mixed Reality Architecture (MRA) dynamically links and overlays physical and virtual spaces. This paper investigates the topology of and the relationships between the components of MRA. As a phenomenon, MRA takes its place in a long history of technologies that have influenced conditions for social interaction as well as the environment we build around us. However, by providing a flexible spatial topology spanning physical and virtual environments it presents new opportunities for social interaction across electronic media. An experimental MRA is described that allowed us to study some of the emerging issues in this field. It provided material for the development of a framework describing virtual and physical spaces, the links between those and the types of mixed reality structure that we can envisage it being possible to design using these elements. We propose that by re-introducing a level of spatiality into communication across physical and virtual environments MRA will support everyday social interaction, and may convert digital communication media from being socially conservative to a more generative form familiar from physical space.
Computers in Entertainment, 2004
This article describes gaming and storytelling activities in a mixed environment that integrates the real and virtual worlds, uses an augmented reality paradigm, and is supported by a structuring and presentation framework for use in context-aware mixed-reality applications. The basis of the framework is a generic hypermedia model that can handle different media elements, objects, and relations between spaces and locations in physical and virtual worlds. A main component of the model deals with providing contextual content according to the state of the application and the person using it. A storytelling layer was also defined, mainly by using the contextual mechanisms of the base model. This layer provides abstractions to storytelling applications that reflect the morphology of common story structures and supports gaming flow. The framework is being tested in a gaming and storytelling environment that integrates the real world, media elements, and virtual 3D worlds.
2004
Abstract Creative and innovative people have good ideas for new kind of Mixed Reality applications. Applications designed by artists for example could enrich the exhibitions of modern museums. Developing such an application is a complex task, which nowadays is solved by software engineers. A component based authoring tool allows artists to develop applications by their own. We have developed an authoring tool, which integrates an user-friendly and intuitive calibration tool for a multi-marker detection system.
Proceedings of the …, 1999
Proceedings of the 22nd Pan-Hellenic Conference on Informatics, 2018
In this paper we present the creation and deployment of a concerted set of Mixed Reality Technologies designed for creating engaging public experiences and enhanced storytelling opportunities focused on artefacts. Under the title of the Mixed Reality Storytelling (MXRS) project, we combined Internet of Things-inspired approaches and Virtual and Augmented Reality experience technologies, with 3D scanning content creation techniques, to create mobile and adaptable tools suitable for public engagements and industry partners, such as museums and galleries. We present 4 cases of public impact events where the tools were employed over a period of 2 years to create content from visitor contributions, which was then used in follow-on VR and AR engagements. We also demonstrate cases where the tools were used to create content for novel applications of cultural and social informatics.
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