| CyberCode: designing augmented reality environments with visual tags | | BIBAK | Full-Text | 1-10 | |
| Jun Rekimoto; Yuji Ayatsuka | |||
| The CyberCode is a visual tagging system based on a 2D-barcode technology
and provides several features not provided by other tagging systems. CyberCode
tags can be recognized by the low-cost CMOS or CCD cameras found in more and
more mobile devices, and it can also be used to determine the 3D position of
the tagged object as well as its ID number. This paper describes examples of
augmented reality applications based on CyberCode, and discusses some key
characteristics of tagging technologies that must be taken into account when
designing augmented reality environments. Keywords: CyberCode, ID-aware interface, augmented reality, merging virtual and real | |||
| CyPhone -- bringing augmented reality to next generation mobile phones | | BIBAK | Full-Text | 11-21 | |
| Tino Pyssysalo; Tapio Repo; Tuukka Turunen; Teemu Lankila; Juha Röning | |||
| We describe a prototype implementation of a future mobile phone called
CyPhone. In addition to voice calls, it has been designed to support
context-specific and multi-user multimedia services in an augmented reality
manner. Context-awareness has been implemented with GPS-based navigation
techniques and a registration algorithm, capable of detecting a predefined 3-D
model or a landmark in the environment. A new adaptive transport protocol has
been developed to support real-time packet-switched data transfer between
concurrent users of mobile augmented reality applications. The prototype itself
is based on PC/104+ architecture. As a case example we describe an augmented
reality-based personal navigation service. Keywords: mobile communication, navigation, networked virtual reality, real-time data
transport protocols, registration | |||
| WebStickers: using physical tokens to access, manage and share bookmarks to the Web | | BIBAK | Full-Text | 23-31 | |
| Peter Ljungstrand; Johan Redström; Lars Erik Holmquist | |||
| In the WebStickers system, where barcode stickers may be attached to
physical objects making them act as bookmarks to the worldwide web in a
convenient way to the user. Using readily available technology, i.e., standard
barcode readers and adhesive stickers, WebStickers enable users to take
advantage of their physical environment when organizing and sharing bookmarks.
Starting from a user-centered rather than technology-driven point of view, we
discuss how the affordances of physical tokens, as well as the context they are
placed in, can act as useful cues for users. Since many objects already have
barcodes printed on them, they can be used with the WebStickers system without
physical modification. In addition, WebStickers meets proposed design criteria
for information workspaces. Keywords: barcodes, bookmark management, information workspaces, physical tokens,
tangible interfaces, world wide Web, world wide web | |||
| Reflections on a candidate design of the user-interface for a wireless vital-signs monitor | | BIBAK | Full-Text | 33-40 | |
| Ben McGarry; Ben Matthews; Margot Brereton | |||
| In this paper we present a case study of our candidate design for the
user-interface of a wireless vital-signs monitor. We reflect on our design of
the user-interface, and relate our design experience to theories of artefact
design, evaluating from this case study how the theories apply to the broader
design context of design for AR. Theories of 'good design' in artefact design
literature do not unilaterally apply to the design for an augmented reality
device. In many cases, design in AR fields requires the designer to create new
cultural conventions by virtue of the fact that the designer is immersing the
user in an unfamiliar environment. Thus, the designer is often unable to
utilise affordances and existing cultural conventions because the functions
and/or use of the object expands the environment in which affordances and
cultural conventions currently have meaning. Keywords: abstract representations, affordances, augmented reality design, cultural
conventions, telemedicine, useability | |||
| A comparison of spatial organization strategies in graphical and tangible user interfaces | | BIBAK | Full-Text | 41-50 | |
| James Patten; Hiroshi Ishii | |||
| We present a study comparing how people use space in a Tangible User
Interface (TUI) and in a Graphical User Interface (GUI). We asked subjects to
read ten summaries of recent news articles and to think about the relationships
between them. In our TUI condition, we bound each of the summaries to one of
ten visually identical wooden blocks. In our GUI condition, each summary was
represented by an icon on the screen. We asked subjects to indicate the
location of each summary by pointing to the corresponding icon or wooden block.
Afterward, we interviewed them about the strategies they used to position the
blocks or icons during the task.
We observed that TUI subjects performed better at the location recall task than GUI subjects. In addition, some TUI subjects used the spatial relationship between specific blocks and parts of the environment to help them remember the content of those blocks, while GUI subjects did not do this. Those TUI subjects who reported encoding information using this strategy tended to perform better at the recall task than those who did not. Keywords: TUI, complementary strategies, spatial memory, spatial organization,
tangible user interfaces | |||
| Augmenting paper to enhance community information sharing | | BIBAK | Full-Text | 51-62 | |
| Antonietta Grasso; Alain Karsenty; Marco Susani | |||
| Paper is traditionally considered as a major gap between the physical and
electronic worlds, especially after the many attempts that have failed to
attain a completely digital world. Paper based artifacts have many affordances
that people want to continue to exploit.
The work presented here is part of the Campiello project. It describes how the existing paper artifacts in use during the visits to cultural and tourist towns as well as artefacts used for local communities can be extended in order to become a bridge instead of a barrier to the richness of the digital world. After an introduction that describes the Campiello system and the principles that have driven its functionality, a complete design and the current implementation is presented. Finally, we discuss Paper Interface issues and survey the existing approaches in the field. Keywords: augmented reality, paper user interface, recommender systems | |||
| Video card game: an augmented environment for user centred design discussions | | BIBAK | Full-Text | 63-69 | |
| Jacob Buur; Astrid Soendergaard | |||
| In User Centred Design, the integration of knowledge of users work practice,
preferences etc. into the design process is crucial to success. For this
reason, video recording has become a widespread tool for documenting user
activities observed in field studies, usability tests and user workshops. To
make sense of video recordings -- though a rewarding experience -- is time
consuming and mostly left to experts. Even though developers may ask for expert
advice on usability matters, chances are that they will not follow it, given
the technical and commercial trade-offs in every project.
In this paper we will argue that, to achieve user friendly products, working with user video should be an integral part of the activities of the design team, not a specialised task of experts. To support this, video must be made available as a resource in design discussions and developers must be allowed to form their own understanding and conclusions. This paper presents a technique for turning video into tangible arguments to support design teams work. Furthermore it discusses how this technique can be improved with Augmented Reality and presents an augmented prototype session. Keywords: augmented reality environment, collaborative design, user centred design,
video analysis | |||
| Something from nothing: augmenting a paper-based work practice via multimodal interaction | | BIBAK | Full-Text | 71-80 | |
| David R. McGee; Philip R. Cohen; Lizhong Wu | |||
| In this paper, we describe Rasa: an environment designed to augment, rather
than replace, the work habits of its users. These work habits include drawing
on Post-it™ notes using a symbolic language. Rasa observes and
understands this language, assigning meaning simultaneously to objects in both
the physical and virtual worlds. With Rasa, users rollout a paper map, register
it, and move the augmented objects from one place to another on it. Once an
object is augmented, users can modify the meaning represented by it, ask
questions about that representation, view it in virtual reality, or give
directions to it, all with speech and gestures. We examine the way Rasa uses
language to augment objects, and compare it with prior methods, arguing that
language is a more visible, flexible, and comprehensible method for creating
augmentations than other approaches. Keywords: augmented reality, invisible interfaces, mixed reality, multimodal
interfaces, phicons, tangible interfaces, ubiquitous computing | |||
| Weakly augmented reality: observing and designing the work-place of creative designers | | BIBAK | Full-Text | 81-91 | |
| Giorgio De Michelis; Flavio De Paoli; Costanza Pluchinotta; Marco Susani | |||
| In this paper we distinguish between two spatially oriented system design
paradigms: weak and strong augmented reality. The weak augmented reality
paradigm is then applied in the design of a system supporting co-operation and
knowledge creation within a design centre. The system has been designed on the
hints we got from two subsequent ethnographies of the work practice of creative
designers. Since the design centre moved to a new location between our two sets
of observations, we clearly focused our attention on the impact that space
arrangements had on the practice of its members. The comparison between the two
settings in terms of layout, ICT equipment, changes occurred in the practices
and attitudes of the designers throughout these years, lead us to design a
collaborative environment weakly augmenting the place where designers are
working. Keywords: augmented reality, creative design, knowledge management systems, spatial
arrangements | |||
| The rototack: designing a computationally-enhanced craft item | | BIBAK | Full-Text | 93-101 | |
| Tom Wrensch; Glenn Blauvelt; Mike Eisenberg | |||
| This paper describes our progress in creating a device called a rototack. In
its design, the rototack is an example of a computationally-enhanced craft
item: a small, robust, inexpensive, and versatile -- but also programmable --
physical object for use in a variety of educational and home crafting projects.
In particular, the tack is a source of rotational motion, suitable for turning
light objects or for powering (e.g.) cams, gears, and linkages in complex,
user-defined patterns. We describe the engineering decisions and trade-offs
involved in creating our current prototype of the tack; discuss the central
issues in creating a programming language and environment for the device; and
sketch a variety of potential uses to which the tack might be put. Keywords: computation and crafts, computationally-enhanced craft items, rototack | |||
| Informative art: using amplified artworks as information displays | | BIBAK | Full-Text | 103-114 | |
| Johan Redström; Tobias Skog; Lars Hallnäs | |||
| Informative art is computer augmented, or amplified, works of art that not
only are aesthetical objects but also information displays, in as much as they
dynamically reflect information about their environment. Informative art can be
seen as a kind of slow technology, i.e. a technology that promotes moments of
concentration and reflection. Our aim is to present the design space of
informative art. We do so by discussing its properties and possibilities in
relation to work on information visualisation, novel information display
strategies, as well as art. A number of examples based on different kinds of
mapping relations between information and the properties of the composition of
an artwork are described. Keywords: art, augmented and amplified reality, design, information visualisation,
ubiquitous computing | |||
| Real-world programming | | BIBAK | Full-Text | 115-120 | |
| Toshiyuki Masui | |||
| Although more and more computing is performed away from desktop computers,
most programs used in handheld computers, ubiquitous computers, and
augmented-reality systems in the real world are still developed on desktop
computers, and users of these systems cannot modify the behavior of the systems
or make a new program for the systems without using desktop computers. Programs
used in real-world environments should also be programmed in the real world, so
we have developed a new programming paradigm, "Real-World Programming (RWP),"
which enables users to make programs for handling real-world environments as
well as data in computers. By combining simple hardware and software, users can
specify actions and conditions and create programs in the real world without
using desktop computers. In this paper we describe the features required for
RWP, programming techniques for RWP, useful devices for RWP, and examples of
RWP. Keywords: FieldMouse, augmented reality, real-world interface, real-world programming | |||
| In search of metaphors for tangible user interfaces | | BIBAK | Full-Text | 121-129 | |
| Dag Svanaes; William Verplank | |||
| In this paper, we seek to identify interesting sources of metaphor for
tangible user interfaces (TUIs). We begin by doing a systematic exploration of
the design space that results from constructing simple TUI devices. From this
we argue that a new set of metaphors are needed for this domain. From usability
tests of simple tangible devices, we suggest that magic and paranormal
phenomena could be a fruitful place to look for new metaphors for TUIs. Keywords: interaction design, magic, metaphor, ontology, research methodology,
tangible user interfaces | |||
| Augmenting fun and beauty: a pamphlet | | BIBAK | Full-Text | 131-134 | |
| J. P. Djajadiningrat; C. J. Overbeeke; S. A. G. Wensveen | |||
| In this article we describe how the augmented reality and product design
communities, which share the common interest of combining the real and the
virtual, might learn from each other. From our side, we would like to share
with you some of our ideas about product design which we consider highly
relevant for the augmented reality community. In a pamphlet we list 10
sloganesque points for action which challenge the status quo in product design.
Finally, we present some projects which show how these points could be
implemented. We hope this approach will inspire those involved in augmented
reality design and help them to avoid the pitfalls that the product design
community is now trying to crawl out of. Keywords: aesthetics, augmented reality, emotion, perceptual-motor, usability | |||
| "Interactive rooms -- augmented reality in an architectural perspective" | | BIBAK | Full-Text | 135-137 | |
| Peter G. Krogh | |||
| This paper will discus aspects of applying augmented reality technologies in
architecture through experiments conducted in full-scale, and seen through the
concept of atmosphere in architecture. Working with augmented reality in an
architectural perspective brings a set of new artistic effects that will change
the perception of the architectural space. The theories and experiments
described in this paper take their departure in working interdisciplinary with
full-scale models taking in considerations of both enhanced digital functions
and as well as architectural working methods. Keywords: atmosphere, augmented reality, interdisciplinary, mock-ups | |||
| Support for flexible work settings by augmenting artifacts | | BIBAK | Full-Text | 138-140 | |
| Ernest Holm Svendsen; Astrid Pinholt Søndergaard | |||
| Based on experiments, this paper argues that augmentation works well to
support complex work settings with heavy demands of flexibility. But augmenting
particular artifacts has consequences that reach far beyond the artifact itself
and into the practice that surrounds it. Keywords: CSCW, Groupware, augmented reality, evolution of artifacts, flexibility,
interactive argumentation, multiple contexts, video card game, work settings | |||
| The human device abstraction | | BIBAK | Full-Text | 141-143 | |
| Daniel P. Mapes | |||
| A human device abstraction is proposed as a way to promote development of
commercial applications which apply advanced sensing and viewing technologies
found in human computer interaction (HCI) research disciplines such as virtual
and enhanced reality.
A few simple enhanced reality examples are presented which show how human device compliant applications can be developed which are compatible with future sensor technology advancements and remain stable as these device configurations evolve and change over time. Keywords: CAVE, device abstraction, enhanced reality, human computer interaction,
human device, sensors, virtual reality, vodget, widget | |||
| A multi-disciplinary course on augmented reality design | | BIBA | Full-Text | 144 | |
| Blair MacIntyre; Jay Bolter | |||
| In this position statement, we summarize a research seminar we are teaching this spring as a vehicle for discussing our common research interest in the design of augmented reality applications. | |||
| Co-opting everyday objects | | BIBK | Full-Text | 145-146 | |
| Elizabeth D. Mynatt | |||
Keywords: audio, augmented reality, awareness, light-weight interaction, ubiquitous
computing, visualization | |||
| Eyes on the road -- augmenting traffic information | | BIBAK | Full-Text | 147-148 | |
| Martin Johansson; Mårten Pettersson | |||
| This position paper outlines design ideas gained from a project dealing with
different interaction concepts when designing a computer based navigation
systems for truck drivers working over large areas and where the delivery and
pick-up points from time to time are unfamiliar to the driver. The extension of
this previous project includes more 'untraditional' technology, but has the
same approach and uses the same basic concepts. Both the original design and
the new design are based on an empirical study of truck drivers work practice. Keywords: augmented reality, interaction paradigms, traffic information, work practice
based design | |||
| Our little orchestra: the development of an interactive toy | | BIBAK | Full-Text | 149-150 | |
| Carolina Browall; Kristina Lindquist | |||
| This paper describes the process and the results of a project to develop an
interactive educating toy for children. The purpose was to work together with
the users and to take advantage of the different disciplines represented in
each project group. We were interested in questions such as: How do children
play and interact? How do children co-operate and what do they want to play
with? To encourage children to cooperate was one of our thoughts, another was
to let them help us in the process of developing the toy. Through observations
and interviews with the children and studies of scientific literature and
studies of what kind of instruments, mixers and music-toys already was out on
the market we decided to develop "something-that-makes-music", and the result
was a sound-mixer, Our Little Orchestra, looking like a birthday cake. Keywords: interactive, music, toy, user oriented | |||
| ARVIKA: augmented reality for development, production and service | | BIBAK | Full-Text | 151-152 | |
| Wolfgang Wohlgemuth; Gunthard Triebfürst | |||
| The project ARVIKA, sponsored by the BMBF (ministry of education and
research) and supervised by the DLR (German Aerospace Center), uses augmented
reality (AR) technologies to research and create a user-oriented and
system-driven support of operation procedures. It focuses on the development,
production, and service of complex technical products and systems.
This article aims to give an survey of the project ARVIKA. The realisation of the particular AR-applications results from the partners specified at the end of this article. Keywords: augmented reality, industrial applications, wearable computing | |||
| Human hands as a link between physical and virtual | | BIB | Full-Text | 153-154 | |
| Thomas Pederson | |||
| Developing mixed reality boundaries | | BIBAK | Full-Text | 155-156 | |
| Boriana Koleva; Holger Schnädelbach; Steve Benford; Chris Greenhalgh | |||
| Our work in the field of mixed reality has been concerned with the
development of the mixed reality boundary approach. In contrast to other
approaches that focus on superimposing the virtual and the physical
environment, the spaces on either side of the boundary are adjacent but remain
distinct. In this position statement we describe the development of mixed
reality boundaries, including the basic idea, the properties that can be
associated with them and demonstrators. We also discuss our latest work on a
particular type of boundary that establishes the illusion that virtual and
physical worlds are joined together and that users can physically cross from
one to the other. Keywords: augmented reality, mixed reality boundaries, tele-presence, virtual
environments | |||
| Evaluating navigation methods for an AR system | | BIBAK | Full-Text | 157-158 | |
| Morten Fjeld | |||
| BUILD-IT is a planning tool based on computer vision technology, supporting
complex planning and composition tasks. A group of people, seated around a
table, interact with objects in a virtual scene using real bricks. A plan view
of the scene is projected onto the table, where object manipulation takes
place. A perspective view is projected on the wall. The views are set by
virtual cameras, having spatial attributes like shift, rotation and zoom.
However, planar interaction with bricks provides only position and rotation
information. This paper explores two alternative methods to bridge the gap
between planar interaction and three-dimensional navigation. An empirical
evaluation of the two alternatives is in process. Keywords: augmented reality, bricks, design, evaluation, groupware, interaction,
navigation, tangible, ubiquitous, viewpoint control | |||
| Interweaving objects, types and people | | BIBAK | Full-Text | 159-160 | |
| Matthew Chalmers | |||
| This position paper reflects a line of research that focuses on patterns of
human activity over time. We aim to fit, show and support human activity via a
rich record of people's motion amongst information, tools, other people, and
space. We have built tools that track activity in the web and local files, and
are now extending them to track motion amongst the streets of the city and the
artifacts of a local museum. They make recommendations for movement and
selection that are specific to the ongoing context of each user. Our intention
is to treat physical and electronic objects as uniformly as possible,
concentrating on their similarities as information bearing entities, rather
than on their different characteristic media. A higher-level aim is to build
systems that conform to contemporary models of language and semiology, that
offer a unifying view of information based on its role in human activity and
interpretation. Keywords: context, guides, heterogeneous data, path systems, recommender systems,
semiology | |||
| Information retrieval system using real world objects | | BIBAK | Full-Text | 161-162 | |
| Hiroaki Tobita; Hideki Koike | |||
| We propose a new information retrieval system using real world objects,
books. This system will replace the role of keyword in searching or query a
database. In our system, the user can make VennDiagram by manipulating books on
hands, and access to information directory with them. As information is
distributed on it, he/she can understand relationships of information at first
glance. We considered using real world objects and Venn Diagram to allow the
user to focus on a particular area of interest inside the database. Keywords: Information Retrieval, Venn Diagram, Real World Objects, Visualization,
Dynamic Arrangement | |||
| New directions: a value-sensitive design approach to augmented reality | | BIBAK | Full-Text | 163-164 | |
| Batya Friedman; Peter H., Jr. Kahn | |||
| In this position paper we bring a new approach -- Value-Sensitive Design --
to understanding the value implications of augmented reality. We examine seven
values: psychological well-being, physical well-being, privacy, deception,
informed consent, ownership and property, and trust. In addition, we briefly
describe our work where we apply a Value-Sensitive Design approach to augmented
reality of the natural world. Keywords: augmented reality, value-sensitive design | |||
| Augmented reality: which augmentation for which reality? | | BIBAK | Full-Text | 165-166 | |
| Emmanuel Dubois; Laurence Nigay | |||
| In this paper, we first present a brief review of approaches used for
studying and designing Augmented Reality (AR) systems. The variety of
approaches and definitions in AR requires classification. We define two
intrinsic characteristics of AR systems, task focus and nature of augmentation.
Based on these two characteristics, we identify four classes of AR systems. In
addition our OP-a-S notation provides a complementary characterization method
based on interaction. Using OP-a-S, an AR system is modeled as a set of
components that communicate with each other. One crucial type of OP-a-S
component is the Adapter that establishes a bridge between the real world and
the virtual world. By defining a classification scheme, we aim at providing a
better understanding of the paradigm of AR and at laying the foundations of
future design principles according to the class of systems. Keywords: classification, interaction characterization | |||
| Magic by metaphors | | BIBAK | Full-Text | 167-169 | |
| Kim Halskov Madsen | |||
| Most research on metaphors and computers focus on the augmentative power of
the similarity between the computer application and something already familiar
to the user. But metaphor may play two fundamentally different roles depending
on whether the primary role of the metaphor is to express something by building
on the similarity between the two referents or whether the primary role is to
express something new by emphasizing the dissimilarities. On the one hand, when
designing computer system we strive for system with a resemblance with the
previous environment but, on the other hand, we would also like to benefit from
the power of the technology and provide opportunities not available in the
current environment. Keywords: metaphors, seeing-as, tradition and innovation | |||
| Augmented reality: dangerous liaisons or the best of both worlds? | | BIBA | Full-Text | 170-171 | |
| Wendy E. Mackay | |||
| In this paper, we consider the new and evocative work on tangible interfaces and the issues this raises in the light of some old lessons of HCI. In doing so, we make the point that many of these lessons of good design still apply, even when we are considering radically novel forms of interface. | |||