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2003, International Journal of …
We present an analysis of communication behavior in face-to-face collaboration using a multi-user Augmented Reality (AR) interface. We conducted two experiments. In the first, collaboration with AR technology was compared to more traditional unmediated and screen-based collaboration. In the second we compare collaboration with three different AR displays. Several measures are used to analyze communication behavior, and we found that users exhibited many of the same behaviors in a collaborative AR interface as in face-to-face unmediated collaboration. User communication behavior also changed with the type of AR display used. We describe implications of these results for the design of collaborative AR interfaces and directions for future research.
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.
Virtual Reality, 1998
Virtual Reality (VR) appears a natural medium for three dimensional computer supported collaborative work (CSCW). However the current trend in CSCW is to adapt the computer interface to work with the user's traditional tools, rather than separating the user from the real world as does immersive VR. One solution is through Augmented Reality, the overlaying of virtual obiects on the real world. In this paper we describe the Shared Space concept the application of Augmented Reality for three-dimensional CSCW. This combines the advantages of Virtual Reality with current CSCW approaches. We describe a collaborative experiment based on this concept and present preliminary results which show that this approach may be better for some applications.
2002
We conducted two experiments comparing communication behaviors of co-located users in collaborative augmented reality (AR) interfaces. In the first experiment, we compared optical, stereo-and mono-video, and immersive head mounted displays (HMDs) using a target identification task. It was found that differences in the real world visibility severely affect communication behaviors. The optical see-through case produced the best results with the least extra communication needed. Generally, the more difficult it was to use non-verbal communication cues, the more people resorted to speech cues to compensate. In the second experiment, we compared three different combinations of task and communication spaces using a 2D icon designing task with optical see-through HMDs. It was found that the spatial relationship between the task and communication spaces also severely affected communication behaviors. Placing the task space between the subjects produced the most active behaviors in terms of initiatory body languages and utterances with least miscommunications.
Desktop environments have proven to be a powerful user interface and are used as the de facto standard human-computer interaction paradigm for over 20 years. However, there is a rising demand on 3D applications dealing with complex datasets, which exceeds the possibilities provided by traditional devices or two-dimensional display. For these domains more immersive and intuitive interfaces are required. But in order to get the users' acceptance, technology-driven solutions that require inconvenient instrumentation, e.g., stereo glasses or tracked gloves, should be avoided. Autostereoscopic display environments equipped with tracking systems enable users to experience 3D virtual environments more natural without annoying devices, for instance via gestures. However, currently these approaches are only applied for specially designed or adapted applications without universal usability. Although these systems provide enough space to support multi-user, additional costs and inconvenient instrumentation hinder acceptance of these user interfaces. In this chapter we introduce new collaborative 3D user interface concepts for such setups where minimal instrumentation of the user is required such that the strategies can be easily integrated in everyday working environments. Therefore, we propose an interaction system and framework, which allows displaying and interacting with both mono-as well as stereoscopic content in parallel. Furthermore, the setup enables multiple users to view the same data simultaneously. The challenges for combined mouse-, keyboard-and gesturebased input paradigms in such an environment are pointed out and novel interaction strategies are introduced.
1998
We focus on a shared augmented environment (SAE) as an almost ideal face-to-face collaborative virtual workspace. In an SAE, multiple users can observe both a virtual world and real partners through optical see-through head mounted displays (STHMDs). This paper describes two experiments for verifying the effectiveness of an SAE compared with a conventional shared virtual environment (SVE) and exploring improvement of them. Through the experiments, the effectiveness of an SAE compared with an SVE was confirmed. It was also confirmed that enhancement of the shared environment with computer graphics, i.e. displaying a partner's body in an SVE, drawing a line as a partner's viewing direction and emphasizing virtual objects to which a partner pay attention, improves workers' feeling and collaboration efficiency.
2000
This paper describes Manufaktur, a prototype of a concept and infrastructure that goes beyond the classical CVE systems toward a collaborative augmented reality environment, where users' documents and objects appear as live representations in a 3D workspace. Manufaktur supports collaborative, distributed work across platforms. It provides the possibility of display on the MS Windows and the SGI IRIX platforms with mono and stereographic displays ranging from a monitor built into a table to a Holobench. The emphasis is on representing the materials with which people are working, and the actions they are taking with them, and far less on the visual representation, e.g. through avatars, of the collaborating persons. It seeks to facilitate users' collective self-organisation of environments, spaces and traces that embody the trajectory of their work.
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.
This paper describes Manufaktur , a prototype of a concept and infrastructure that goes beyond the classical CVE systems toward a collaborative augmented reality environment, where users' documents and objects appear as live representations in a 3D workspace. Manufaktur supports collaborative, distributed work across platforms. It provides the possibility of display on the MS Windows and the SGI IRIX platforms with mono and stereographic displays ranging from a monitor built into a table to a Holobench.
Lecture Notes in Computer Science, 2005
Conventional interaction in large screen projection-based display systems only allows a "master user" to have full control over the application. We have developed the VRGEO Demonstrator application based on an interaction paradigm that allows multiple users to share large projection-based environment displays for co-located collaboration. Following SDG systems we introduce a collaborative interface based on tracked PDAs and integrate common device metaphors into the interface to improve user's learning experience of the virtual environment system. The introduction of multiple workspaces in a virtual environment allows users to spread out data for analysis making use of the large screen space more effectively. Two extended informal evaluation sessions with application domain experts and demonstrations of the system show that our collaborative interaction paradigm improves the learning experience and interactivity of the virtual environment.
arXiv (Cornell University), 2019
Face-to-face telepresence promotes the sense of "being there" and can improve collaboration by allowing immediate understanding of remote people's nonverbal cues. Several approaches successfully explored interactions with 2D content using a see-through whiteboard metaphor. However, with 3D content there is a decrease in awareness due to ambiguities originated by participants' opposing points-of-view. In this paper we investigate how people and content should be presented for discussing 3D renderings within face-to-face collaborative sessions. To this end, we performed a user evaluation to compare four different conditions, in which we varied reflections of both workspace and remote people representation. Results suggest potentially more benefits to remote collaboration from workspace consistency rather than people's representation fidelity. We contribute a novel design space, the Negative Space, for remote face-to-face collaboration focusing on 3D content.
Interactive Artifacts and Furniture Supporting Collaborative Work and Learning, 2008
Design of augmented furniture should address interaction with and between people, as devices that simply satisfy technical requirements are not enough. Often, good practice does not emerge spontaneously, and this is especially true in activities which require some extra individual effort to bring a collective benefit. Then the artefacts themselves should be the catalysts for good practice.
Proceedings of the eighth …, 2003
Simon Fraser University …, 2001
Multimedia and Expo, …, 2000
In the Shared Space project, we explore, innovate, design and evaluate future computing environments that will radically enhance interaction between human and computers as well as interaction between humans mediated by computers. In particular, we investigate how augmented reality enhanced by physical and spatial 3D user interfaces can be used to develop effective face-toface collaborative computing environments. How will we interact in such collaborative spaces? How will we interact with each other? What new applications can be developed using this technology? These are the questions that we are trying to answer in research on Shared Space. This paper provides a short overview of Shared Space, its directions, technologies and applications.
ACM Transactions on Computer-human Interaction, 2000
This paper explores and evaluates the support for object-focused collaboration provided by a desktop Collaborative Virtual Environment. An experimental 'design' task was conducted and video recordings of the participants' activities facilitated an observational analysis of interaction in, and through, the virtual world. Observations include: problems due to 'fragmented' views of embodiments in relation to shared objects; participants compensating with spoken accounts of their actions; and difficulties in understanding others' perspectives. Implications and proposals for the design of CVEs drawn from these observations: the use of semi-distorted views to support peripheral awareness; representations of actions and pseudo-humanoid embodiments; and navigation techniques that are sensitive to the actions of others. The paper also presents some examples of the ways in which these proposals might be realised.
2015
This paper describes Manufaktur, a prototype of a concept and infrastructure that goes beyond the classical CVE sys-tems toward a collaborative augmented reality environ-ment, where users ' documents and objects appear as live representations in a 3D workspace. Manufaktur supports collaborative, distributed work across platforms. It provides the possibility of display on the MS Windows and the SGI IRIX platforms with mono and stereographic displays rang-ing from a monitor built into a table to a Holobench. The emphasis is on representing the materials with which people are working, and the actions they are taking with them, and far less on the visual representation, e.g. through avatars, of the collaborating persons. It seeks to facilitate users ’ collective self-organisation of environments, spaces and traces that embody the trajectory of their work.
Virtual Reality, 1999
In this paper, we present a three-dimensional user interface for synchronous co-operative work, Spin, which has been designed for multi-user synchronous real-time applications to be used in, for example, meetings and learning situations. Spin is based on a new metaphor of virtual workspace. We have designed an interface, for an office environment, which recreates the three-dimensional elements needed during a meeting and increases the user's scope of interaction. In order to accomplish these objectives, animation and three-dimensional interaction in real time are used to enhance the feeling of collaboration within the three-dimensional workspace. Spin is designed to maintain a maximum amount of information visible. The workspace is created using artificial geometry — as opposed to true three-dimensional geometry — and spatial distortion, a technique that allows all documents and information to be displayed simultaneously while centring the user's focus of attention. Users interact with each other via their respective clones, which are three-dimensional representations displayed in each user's interface, and are animated with user action on shared documents. An appropriate object manipulation system (direct manipulation, 3D devices and specific interaction metaphors) is used to point out and manipulate 3D documents.
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