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1
chapter 8
Augmented reality
and
computer supported cooperative
work
2
Augmented reality
3
Augmented realityAR is a combination of :
a real scene viewed by a user and,
a virtual scene generated by a computer that augments the scene
with additional information.
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Augmented realityAugmented Reality vs. Virtual RealityAugmented
RealitySystem augments the
real world sceneUser maintains a
sense of presence in real world
Needs a mechanism to combine virtual and real worlds
Hard to register real and virtual
Virtual RealityTotally immersive
environmentSenses are under
control of systemNeed a mechanism
to feed virtual world to user
Hard to make VR world interesting
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Augmented realityExamples
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Augmented realityExamples
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Augmented realityExamples
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Augmented realityExamples
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Augmented reality
Display Technologies
Monitor Based Display:LaptopsCell phonesProjectors
Head Mounted Display:Video see-throughOptical see-through
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Augmented reality Monitor Based Augmented Reality
•Simplest available
•Treat laptop/PDA/cell phone as a window through
which you can see AR world.
•Sunglasses demo
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Augmented reality
Successful commercialization:
Yellow line in football broadcasts
Glowing hockey puck
Replace times square billboards with own commercials
during New Year’s Eve broadcasts
Baseball cards
Ad campaigns
12
Augmented reality
Advantage of Monitor Displays
Consumer-level equipment
Most practical
A lot of current research aimed here
Other current active area is a flip-down optical
display.
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Augmented reality Video see-through HMD
•Works by combining a closed-view HMD with one or two
head-mounted video cameras
•Video cameras provide the user’s view of the real world.
•Video from cameras is combined with graphics images
by the scene generator to blend the two worlds.
•Result is sent to the monitors from the user’s eyes to
the closed-view HMD.
•User has no direct view of the real world.
•If power is off, the user is “blind.”
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Augmented reality Video see-through HMD
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Augmented reality Advantage of Video see-through HMD
Flexibility in composition strategies
Video see-through is much more flexible about how it merges real and
virtual - they are both in digitized form so compositors can do a pixel-
by-pixel comparison.
Produces more compelling environments.
Real and Virtual delays can be matched
Delay the video of the real world to match the delay in the virtual image
stream.
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Augmented reality Optical see-through HMD
•Works by placing optical combiners in front of the user’s eyes.
•Combiners are partially transmissive - so user can look directly
through them and see the real world.
•Combiners are partially reflective - so user can also see virtual
images bounced off the combiners from head-mounted monitors.
•Can see through the display even if the power is turned off.
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Augmented reality Optical see-through HMD
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Augmented reality Advantage of optical see-through HMD
Simplicity
Resolution
Optical limits the virtual resolution to the resolution of the display devices but
not the user’s view of the real world.
No Eye Offset
19
computer supported cooperative
work
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Computer supported cooperative workWhat is CSCW?
•CSCW (Computer-Supported Cooperative Work) refers to the field of
study which examines the design, adoption, and use of groupware.
•Despite the name, this field of study is not restricted to issues of
"cooperation" or "work" but also examines competition, socialization, and
play.
•The field typically attracts those interested in software design and social
and organizational behaviour, including business people, computer
scientists, organizational psychologists, communications researchers, and
anthropologists, among other specialties.
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Computer supported cooperative workWhat is groupware?
•Groupware is technology designed to facilitate the work of groups.
•This technology may be used to communicate, cooperate, coordinate,
solve problems, compete, or negotiate.
•While traditional technologies like the telephone qualify as groupware,
the term is ordinarily used to refer to a specific class of technologies
relying on modern computer networks, such as email, newsgroups,
videophones, or chat.
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Computer supported cooperative workWhy is groupware worth paying attention to in the first place?
Groupware offers significant advantages over single-user systems. These
are some of the most common reasons people want to use groupware:
To facilitate communication: make it faster, clearer, more persuasive
To enable communication where it wouldn't otherwise be possible
To enable telecommuting and to cut down on travel costs
To bring together multiple perspectives and expertise
To form groups with common interests where it wouldn't be possible to gather a
sufficient number of people face-to-face
To save time and cost in coordinating group work
To facilitate group problem-solving
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Computer supported cooperative workWhy is groupware worth paying attention to in the first place?
Groupware technologies are typically categorized along two primary
dimensions:
Whether users of the groupware are working together at the same
time ("realtime" or "synchronous" groupware) or different times
("asynchronous" groupware), and
Whether users are working together in the same place ("colocated"
or "face-to-face") or in different places ("non-colocated" or "distance").
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Computer supported cooperative work
Blackboarding
VotingPresentation
support
Shared computers
Videoconferencing
Chat rooms
EmailNewsgroups
Time
Same(synchronous)
Different(asynchronous)
Place
Same(colocated)
Different(distance)
Most work involves all of these modalities
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Computer supported cooperative workIssues in the Groupware Design Process
• Organizing and scheduling for groups is more difficult than for
individuals.
• Group interaction style is hard to select for beforehand, whereas
individual characteristics are often possible to determine before a
study is conducted.
• Pre-established groups vary in interaction style, and the length of time
they've been a group affects their communication patterns.
• New groups change quickly during the group formation process.
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Computer supported cooperative workIssues in the Groupware Design Process
• Groups are dynamic, roles change.
• Many studies need to be long-term, especially when studying
asynchronous groupware.
• Modifying prototypes can be technically difficult because of the added
complexity of groupware over single-user software.
• In software for large organizations, testing new prototypes can be
difficult or impossible because of the disruption caused by introducing
new versions into an organization.