| Introduction | | BIB | Full-Text | 1-3 | |
| Physical hypermedia: augmenting physical material with hypermedia structures | | BIBAK | Full-Text | 5-34 | |
| Kaj Grønbæk; Peter Orbaek; Jannie F. Kristensen; Mette Agger Eriksen | |||
| This paper introduces the notion of physical hypermedia, addressing the
problem of organizing material in mixed digital and physical environments.
Based on empirical studies, we propose concepts for collectional actions and
meta-data actions, and present prototypes combining principles from augmented
reality and hypermedia to support organization of mixtures of digital and
physical materials. Our prototype of a physical hypermedia system is running on
an augmented architect's desk and digital walls utilizing Radio Frequency
Identifier (RFID) tags as well as visual tags tracked by cameras. It allows
users to tag physical materials, and have these tracked by readers (antennas)
that may become pervasive in our work environments. In the physical hypermedia
system, we work with three categories of RFID tags: simple object tags,
collectional tags, and tooltags invoking operations such as grouping and
linking of physical material. In addition, we utilize visual ARToolKit tags for
linking and navigating 3D models on a physical desk. Our primary application
domain is architecture and design, and so we discuss the use of augmented
collectional artifacts primarily for this domain. Keywords: Spatial hypermedia, Ubiquitous hypermedia, Augmented reality, Tagging,
Physical material, Collections | |||
| Putting the gloss on paper: a framework for cross-media annotation | | BIBAK | Full-Text | 35-57 | |
| Corsin Decurtins; Moira C. Norrie; Beat Signer | |||
| We present a general framework for cross-media annotation that can be used
to support the many different forms and uses of annotation. Specifically, we
discuss the need for digital annotation of printed materials and describe how
various technologies for digitally augmented paper can be used in support of
work practices. The state of the art in terms of both commercial and research
solutions is described in some detail, with an analysis of the extent to which
they can support both the writing and reading activities associated with
annotation. Our framework is based on an extension of the information server
that was developed within the Paper++ project to support enhanced reading. It
is capable of handling both formal and informal annotation across printed and
digital media, exploiting a range of technologies for information capture and
display. A prototype demonstrator application for mammography is presented to
illustrate both the functionality of the framework and the status of existing
technologies. Keywords: Cross-media annotation, Digital paper, Open hypermedia, Mixed media
integration, Information sharing | |||
| HyCon: a framework for context-aware mobile hypermedia | | BIBAK | Full-Text | 59-88 | |
| Niels Olof Bouvin; Bent G. Christensen; Kaj Grønbæk; Frank Allan Hansen | |||
| This paper introduces the notion of context-aware mobile hypermedia. Context
awareness means to take the users' context such as location, time, objective,
community relations, etc., into account when browsing, searching, annotating,
and linking. Attributes constituting the context of the user may be sensed
automatically and/or be provided by the user directly. When mobile, the user
may obtain context-aware hypermedia support on a variety of small and medium
sized computing platforms such as mobile phones, PDAs, tablet PCs, and laptops.
This paper introduces the HyCon (HyperContext) framework with an architecture
for context-aware hypermedia. The architecture includes interfaces for a sensor
tier encapsulating relevant sensors and represents the hypermedia objects in
structures based on the XLink and RDF standards. A prototype called the
HyConExplorer created with the framework is presented, and it is illustrated
how the classical hypermedia features such as browsing, searching, annotating,
linking, and collaboration are supported in context-aware hypermedia. Among the
features of the HyConExplorer are real-time location-based searches via Google
collecting hits within a specified nimbus around the user's GPS position.
Finally, the use of scenarios for and evaluation of the use of the
HyConExplorer in public school projects are discussed. Keywords: Context aware computing, Context aware hypermedia, Geo-spatial hypermeida,
Open hypermedia, XLink, SVG | |||
| A hypermedia authoring tool for augmented and virtual reality | | BIBAK | Full-Text | 89-116 | |
| Sinem Guven; Steven Feiner | |||
| Most existing hypermedia authoring systems are intended for use on desktop
computers. These systems are typically designed for the creation of 2D
documents and therefore employ 2D authoring mechanisms. In contrast, authoring
systems for nontraditional multimedia/hypermedia experiences for 3D virtual or
augmented worlds focus mainly on creating separate media objects and embedding
them within the user's surroundings. As a result, linking these media objects
to create 3D hypermedia is a tedious manual task. To address this issue, we
present an authoring tool for creating and editing linked 3D hypermedia
narratives that are interwoven with a wearable computer user's surrounding
environment. Our system is designed for use by authors who are not programmers,
and allows them to preview their results on a desktop workstation, as well as
with an augmented or virtual reality system. Keywords: 3D Hypermedia, Augmented reality, Virtual reality, Hypermedia authoring,
Multimedia authoring, Situated hypermedia, Wearable computing, Mobile computing | |||
| Augmented reality as an interface to adaptive hypermedia systems | | BIBAK | Full-Text | 117-136 | |
| Patrick A. S. Sinclair; Kirk Martinez; David E. Millard; Mark J. Weal | |||
| Adaptive Hypermedia has sought to tackle the problems of dealing with
complex, heavily structured information and the presentation of views of that
structure to users. Increasingly, adaptive content is achieved through
different forms of context. Using two case-study applications, we will reflect
on how Augmented Reality may present solutions to a number of Adaptive
Hypermedia presentation problems. Each case study describes a different
physical interaction metaphor for exposing the complex adaptation of hypermedia
content in an intuitive way. The preliminary findings of our early evaluations
are discussed. Finally, conclusions are drawn as to how Augmented Reality
applications could use the modelling techniques of the Adaptive Hypermedia
community to deal more easily with complex information. Keywords: Augmented Reality, Tangible Interfaces, Adaptive Hypermedia, Contextual
Hypermedia | |||
| Hypermedia in the ambient wood | | BIBAK | Full-Text | 137-156 | |
| Mark J. Weal; Danius T. Michaelides; Mark K. Thompson; David C. de Roure | |||
| The Ambient Wood project, carried out as part of the Equator project, set
out to provide an augmented learning experience for children in an outdoor
environment. Using a variety of devices, the children gathered information
about the woodland habitats performing basic scientific enquiry and hypothesis
testing. In this paper, we describe the supporting information infrastructure
used in the project, focusing on how hypermedia tools and techniques were used
to structure and deliver the information to the children, helping to
orchestrate the learning activities. Keywords: Hypermedia tools, Learning environment, Pervasive computing, Physical
hypermedia, Sculptural hypermedia | |||