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Lecture on Collaborative Augmented Reality given to the COSC 426 graduate class in AR. Taught by Mark Billinghurst from the HIT Lab NZ at the University of Canterbury.
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Lecture 6: Collaborative AR Lecture 6: Collaborative AR Applicationspp
Mark BillinghurstgHIT Lab NZ
University of Canterbury University of Canterbury
Collaboration: What’s that ?
Definitionf n a joint work ; between several peoples who f.n. a joint work ; between several peoples who
generate the creation of a shared task
Collaborative activitiesCollaboration: Work, Leisure
CSCW (Computer Supported Collaborative Work) CSCW (Computer Supported Collaborative Work) Groupware
Collaboration: Taxonomy
Time/Space [Ellis91]
Time
post, email, faxbulletin boardasynchronous
pos , e a , abu e boa d
Shared editor
meeting, brainstorming,
seminar
Spacesynchronous
chat, teleconference
Spacecolocated distant
Today’s TechnologyVideo Conferencing
lack of spatial cueslimited participants2D collaboration
Collaborative Virtual Environmentsseparation from real worldreduced conversational cues
Beyond Video Conferencing
2D Interface onto 3DVRML
Projection ScreenCAVE, WorkBench
Volumetric Displayp yscanning laser
Virtual RealityVirtual Realitynatural spatial cues
Beyond Virtual RealityLessons from CSCW
SeamlessEnhance Reality
Immersive Virtual Realityseparates from real worldreduces conversational cues
Collaboration in the Future ?
Remote Conferencing
Face to face Conferencing
Central ClaimAugmented Reality techniques can be used to provide spatial cues that significantly enhance face-to-face and remote collaboration on three-dimensional tasks.
Construct3D [Kaufmann 2000]
Collaborative geometry education toolg yDifferent learning modes (teacher, student, exam)Tangible interaction personal interaction panelTangible interaction – personal interaction panel
Collaborative Augmented Reality
Seamless InteractionNatural Communication
Att ib tAttributes:VirtualityAugmentationCooperationIndependenceIndividuality
Seamless CSCWSeam (Ishii et. al.)
spatial, temporal, functional discontinuity
Types of Seams FunctionalFunctional
- between different functional workspaces
Cognitiveg- between different work practices
Functional Seams
Cognitive Seams
Effect of SeamsFunctional Seams:
Mediated differs from F-to-F Conversation- Loss of Gaze Information- Degradation of Non-Verbal Cues
Cognitive Seams:Learning Curve EffectsUser Frustration
Unanswered Questions
Does seamlessness enhance performance?Wh AR h ll b ?What AR cues can enhance collaboration ?How does AR collaboration differ ?What technology is required ?...
Collaborative AR Interfaces
Face to Face CollaborationWebSpace, Shared Space, Table Top Demo, Interface p , p , p ,
Comparison, AR Interface Comparison
Remote CollaborationSharedView, RTAS, Wearable Info Space, WearCom, AR
Conferencing, BlockParty
T l I fTransitional InterfacesMagicBook
Hybrid InterfacesAR PRISM, GI2VIS
Face to Face Collaboration
Communication CuesA wide variety of communication cues used.
Visual
SpeechParalinguistic
Audio GazeGestureFace Expression
sua
ParalinguisticParaverbalsProsodicsIntonation
Body Position
Object ManipulationWriting/DrawingSpatial RelationshipObject Presence
EnvironmentalObject Presence
In computer supported collaboration, however, it is often hard for users to exchange non-verbal communication gcues, even when they are co-located.
Face-to-face collaborationPeople surround a tableIt is easy to see each other
C i ti S T k S
Computer supported ll b ti
Communication Space Task Space
collaborationPeople sit side by sideIt i h d t h thIt is hard to see each other
Communication Space Task Space
Shared Space - Table Top DemoGoal
create compelling collaborative AR p ginterface usable by novices
Exhibit contentmatching card gameface to face collaborationface to face collaborationphysical interaction
Results2 500 3 000 2,500 - 3,000 usersObservations
bl i h h i fno problems with the interface- only needed basic instructions
physical objects easy to manipulatephysical objects easy to manipulatespontaneous collaboration
Subjective survey (157 people)Subjective survey (157 people)Users felt they could easily play with other people and interact with objectsj
Improvementsreduce lag, improve image quality, better HMDg, p g q y,
AR PadHandheld AR Display
LCD screenSpaceOrbCameraP h l Peripheral awareness
Support for Collaboration
Virtual Viewpoint Visualization
Face to Face CollaborationCompare two person collaboration in:
Face to Face, AR, Projection Display
TaskUrban design logic puzzleUrban design logic puzzle
- Arrange 9 building to satisfy 10 rules in 7 minutes
SubjectsSubjectsWithin subjects study (counter-balanced)12 pairs of college students12 pairs of college students
Face to Face Condition
Moving Model Buildings
AR Condition
Cards with AR ModelsCards with AR ModelsSVGA AR Display (800x600)Video see-through ARg
Projection Condition
Tracked Input Devices
Task Space Separation
Interface ConditionsFtF AR Projection
User Viewpoint Independent Private PublicpEasy to change Independent
Easy to changeCommonDifficult to change
Limited FOV
Interaction Two handedNatural object manipulation
Two handedTangible AR techniques
Mouse-basedOne-handedTime-multiplexedmanipulation
Space-multiplexedtechniquesSpace-multiplexed
Time-multiplexed
Hypothesis
Collaboration with AR technology will produce behaviors that are more like natural face-to-face collaboration than from using a screen-face collaboration than from using a screen
based interface.
MetricsSubjective
Evaluative survey after each conditionEvaluative survey after each conditionForced-choice survey after all conditionsPost experiment interviewPost experiment interview
ObjectivejCommunication measures
- Video transcriptionp
Measured ResultsPerformance
AR collaboration slower than FtF + Projectionj
CommunicationPointing/Picking gesture behaviors same in AR as FtFPointing/Picking gesture behaviors same in AR as FtFDeictic speech patterns same in AR as FtF
- Both significantly different than Projection conditiong y j
SubjectiveFtF easier to work together and understandFtF easier to work together and understandInteraction in AR easier than Proj. and same as FtF
Deictic Expressions
25%
30%
15%
20%
5%
10%
0%FtF Proj AR
Significant difference – ANOVA, F(2,33) = 5.77, P < 0.01No difference between FtF and AR
Ease of Interaction
S f d ffSignificant differencePick - F(2,69) = 37.8, P < 0.0001Move - F(2,69) = 28.4, P < 0.0001
Interview Comments“AR’s biggest limit was lack of peripheral vision. The interaction was natural, it was just difficult to see. In the projection condition you could see everything but the interaction was tough”Face to Face
Subjects focused on task space- gestures easy to see gaze difficult- gestures easy to see, gaze difficult
Projection displayInteraction difficult (8/14)
- not mouse-like, invasion of space
AR display – “working solo together”Lack of peripheral cues = “tunnel vision” (10/14 people)Lack of peripheral cues = tunnel vision (10/14 people)
Face to Face SummaryCollaboration is partly a Perceptual task
AR reduces perceptual cues -> Impacts collaborationTangible AR metaphor enhances ease of interaction
Users felt that AR collaboration different from FtFBut:
measured speech and gesture behaviors in AR condition is more similar to FtF condition than in Projection display
Thus we need to design AR interfaces that don’t reduce perceptual h l k f cues, while keeping ease of interaction
Collaborative AR
AR TennisVirtual tennis courtVirtual tennis courtTwo user gameAudio + haptic feedbackAudio + haptic feedbackBluetooth messaging
Research Questions
Does having an AR interface enhance the faceto face gaming experience?g g p
AR Experience
ConditionsA: Face to Face ARB: Face to Face non-ARC: Non Face to Face
MeasuresSurvey questionsRanking
Survey Questions1/ How easy was it to work with your partner?2/ How easily did your partner work with you?y y p y3/ How easy was it to be aware of what your partner was doing?4/ How enjoyable was the game?
Answered on a Likert scale from 1 to 71 = not very easy, 7 = very easy
Results
Rankings
User felt AR condition was much easier to see what their partner was doing (Q3)p g ( )Easier to work with partner in AR case (Q1)Easier for partner to work together in AR case (Q2)Face to Face AR ranked best
Observations and ConclusionsObservations
Tangible input proved to be very intuitiveUsers preferred audio over haptic cues as it provided greater awarenessPlayers adapted behavior to interface
ConclusionsCollaborative AR enhances face to face awarenessCollaborative AR enhances face to face awareness
Remote Collaboration
2008 - CNN
AR Conferencing
Moves conferencing from the desktop to the workspace
FeaturesHardware
SGI O2Virtual i-O HMDhead mounted camera
Softwarelive videoshared whiteboardvision based registration/tracking
Pilot StudyHow does AR conferencing differ ?
Taskdiscussing images12 pairs of subjects
Conditionsaudio only (AC)y ( )video conferencing (VC)mixed reality conferencing (MR)
Sample Transcript
Transcript Analysis
Users speak most in Audio Only conditionMR fewest words/min and interruptions/minMore results needed
Presence and CommunicationPresence Rating (0-100)
8090
100
40506070
0102030
Could tell when Partner was Concentrating14
AC VC MR
8
10
12
0
2
4
6
AC VC MR
Subjective CommentsPaid more attention to pictures Remote video provided peripheral cuesRemote video provided peripheral cuesIn AR condition
Difficult to see everythingDifficult to see everythingRemote user distractingCommunication asymmetriesCommunication asymmetries
A Wearable Conferencing Space
Featuresmobile video conferencingfull size imagesspatial audio/visual cuesinteraction with real worlddozens of users body-stabilized data
Initial PrototypeInternet TelephonySpatial Audio/VisualsSee-through HMDgHead TrackingWireless Internet Wireless Internet Wearable ComputerStatic Images
Software ArchitectureMulticast GroupsP B dPosition Broadcasting
10 kb/s per person
Audio Broadcasting 172 kb/s per person
Local sound spatializationDirectSound3DDirectSound3D
Graphics InterfaceDirectX/Direct3DDirectX/Direct3D
Pilot User Study
Can MR spatial cues aid comprehension?Task
recognize words in spoken phrases
ConditionsNumber of speakers
- 1,3,5 simultaneous speakers
Spatial/Non Spatial AudioVisual/Non visual cues
Spatial Sound
Spatial vs. Non Spatial Performance
4
5
2
3
Scor
e SS
NS
0
1
1 3 51 3 5
Num Speakers
Subjective Ratings
Ease of Understanding
56
5)
234
atin
g (1
-5
SS
NS
01
1 3 5
Ra
1 3 5
Num Speakers
3D Live: Virtual Viewpoint Generation
Virtual Viewpoint Generation
Interpolate between real camera views to generate a virtual camera viewgenerate a virtual camera view
AR Conferencing
Superimpose video of remote person over real world
System Architecture
Tangible Manipulation
Using real paddle to move virtual user
AR Remote Conferencing
Progression2D S i l C 3D2D to Spatial Cues to 3DIncreasing realism (visual/audio cues)
Multiscale Collaboration
The MagicBook
Goal: A collaborative AR interface supporting transitions from reality to virtual realitytransitions from reality to virtual realityPhysical Components
Real book
Display Elementsp yAR and VR content
Interaction MetaphorInteraction MetaphorBook pages hold virtual scenes
Milgram’s Reality-Virtuality continuum
Mixed Reality
Real Augmented Augmented VirtualEnvironment Reality (AR) Virtuality (AV) Environment
Reality - Virtuality (RV) Continuum
Milgram’s Continuum (1994)
Mixed Reality (MR)
Reality VirtualityAugmented AugmentedReality(Tangible Interfaces)
y(Virtual Reality)
Augmented Reality (AR)
Augmented Virtuality (AV)
Central HypothesisypThe next generation of interfaces will support transitions along the Reality-Virtuality continuum
Transitions
Interfaces of the future will need to support transitions along the RV continuumalong the RV continuum
Augmented Reality is preferred for:co-located collaboration
Immersive Virtual Reality is preferred for:experiencing world immersively (egocentric)sharing viewsrem te c llab rati nremote collaboration
MagicBook Metaphor
Features
Seamless transition between Reality and VirtualityR li l d i l iReliance on real decreases as virtual increases
Supports egocentric and exocentric viewsUser can pick appropriate view
Computer becomes invisibleComputer becomes invisibleConsistent interface metaphorsVirtual content seems real
Supports collaboration
Collaboration
Collaboration on multiple levels:Physical Objecty jAR ObjectImmersive Virtual Space
Egocentric + exocentric collaborationmultiple multi-scale usersp
Independent Views Privacy, role division, scalabilityPrivacy, role division, scalability
Technology
RealityNo technologyNo technology
Augmented RealityCamera – trackingSwitch – fly in
Virtual RealityCompass – trackingPress pad – moveSwitch – fly out
Scientific Visualization
Education
Hybrid Interfaces
Hybrid User InerfacesG l T AR l Goal: To incorporate AR into normal meeting
environmentPhysical Components
Real props
Di l El tDisplay Elements2D and 3D (AR) displays
Interaction MetaphorInteraction MetaphorUse multiple tools – each relevant for the task
Hybrid User Interfaces
1 2 3 4PERSONAL TABLETOP WHITEBOARD MULTIGROUP
Private Display Private DisplayGroup Display
Private DisplayPublic Display
Private DisplayGroup DisplayGroup Display Public Display Group DisplayPublic Display
Bridging Space (1)Office of the Future [Raskar98]
office environment office environment augmented with embedded front projection3D video conferencing
Bridging Space (2)Emmie [Butz99]
Shared virtual “ether“ metaphorIncorporate existing standard applications
B id i S (3)Bridging Space (3)
Studierstube (V2.0) [Schmalstieg2000]Similar multi-display ARMixed view applicationsExample: Storyboard design
MagicMeeting [Regenbrecht 2002]
Hybrid Interface for Face to Face CollaborationAR view, Projection Screen, Desktop, PDAj p
Tangible InteractionPhysical manipulatorsPhysical manipulators
Tangible Interactions
Cake Platter Rotation
R l P Cli i Pl Obj t Li htiReal Props – Clipping Plane, Object Lighting
Conclusions
Lessons Learned
Face to face collaboration AR f d i i VRAR preferred over immersive VRAR facilitates seamless/natural communication
R t C ll b tiRemote CollaborationAR spatial cues can enhance communicationAR f i i id f iAR conferencing improves video conferencingMany possible confounding factors
Future WorkWearable collaborative AR system
opportunistic collaborationjust in time training
Communication Asymmetries interface, expertise, roles
Usability Studiesymulti-user AR systemscommunication tasks