152,147 research outputs found

    Supporting mobile mixed-reality experiences

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    Mobile mixed-reality experiences mix physical and digital spaces, enabling participants to simultaneously inhabit a shared environment online and on the streets. These experiences take the form of games, educational applications and new forms of performance and art, and engender new opportunities for interaction, collaboration and play. As mobile mixed-reality experiences move out of the laboratory and into more public settings they raise new challenges concerning how to support these experiences in the wild. This thesis argues that mobile mixed-reality experiences in which artists retain creative control over the content and operation of each experience, particularly those that are deployed as theatrical performances, require dedicated support for content authoring and reactive orchestration tools and paradigms in order to be successfully and robustly operated in public settings. These requirements are examined in detail, drawing on the experience of supporting four publicly toured mobile mixed-reality experiences; Can You See Me Now?, Uncle Roy All Around You, I Like Frank in Adelaide and Savannah, which have provided a platform to practically develop, refine and evaluate new solutions to answer these challenges in the face of presenting the experiences to many thousands of participants over a four year period. This thesis presents two significant supporting frameworks. The ColourMaps system enables designers to author location-based content by directly colouring over maps; providing a simple, familiar and yet highly flexible approach to matching location-triggers to complex physical spaces. It provides support for multiple and specialised content layers, and the ability to configure and manage other aspects of an experience, including filtering inaccurate position data and underpinning orchestration tools. Second, the Orchestration framework supports the day-to-day operation of public experiences; providing dedicated control-room tools for monitoring that reveal the content landscape and historical events, intervention and improvisation techniques for steering and shaping each participant's experience as it unfolds both physically and virtually, and processes to manage a constant flow of participants

    Supporting mobile mixed-reality experiences

    Get PDF
    Mobile mixed-reality experiences mix physical and digital spaces, enabling participants to simultaneously inhabit a shared environment online and on the streets. These experiences take the form of games, educational applications and new forms of performance and art, and engender new opportunities for interaction, collaboration and play. As mobile mixed-reality experiences move out of the laboratory and into more public settings they raise new challenges concerning how to support these experiences in the wild. This thesis argues that mobile mixed-reality experiences in which artists retain creative control over the content and operation of each experience, particularly those that are deployed as theatrical performances, require dedicated support for content authoring and reactive orchestration tools and paradigms in order to be successfully and robustly operated in public settings. These requirements are examined in detail, drawing on the experience of supporting four publicly toured mobile mixed-reality experiences; Can You See Me Now?, Uncle Roy All Around You, I Like Frank in Adelaide and Savannah, which have provided a platform to practically develop, refine and evaluate new solutions to answer these challenges in the face of presenting the experiences to many thousands of participants over a four year period. This thesis presents two significant supporting frameworks. The ColourMaps system enables designers to author location-based content by directly colouring over maps; providing a simple, familiar and yet highly flexible approach to matching location-triggers to complex physical spaces. It provides support for multiple and specialised content layers, and the ability to configure and manage other aspects of an experience, including filtering inaccurate position data and underpinning orchestration tools. Second, the Orchestration framework supports the day-to-day operation of public experiences; providing dedicated control-room tools for monitoring that reveal the content landscape and historical events, intervention and improvisation techniques for steering and shaping each participant's experience as it unfolds both physically and virtually, and processes to manage a constant flow of participants

    Examining the role of smart TVs and VR HMDs in synchronous at-a-distance media consumption

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    This article examines synchronous at-a-distance media consumption from two perspectives: How it can be facilitated using existing consumer displays (through TVs combined with smartphones), and imminently available consumer displays (through virtual reality (VR) HMDs combined with RGBD sensing). First, we discuss results from an initial evaluation of a synchronous shared at-a-distance smart TV system, CastAway. Through week-long in-home deployments with five couples, we gain formative insights into the adoption and usage of at-a-distance media consumption and how couples communicated during said consumption. We then examine how the imminent availability and potential adoption of consumer VR HMDs could affect preferences toward how synchronous at-a-distance media consumption is conducted, in a laboratory study of 12 pairs, by enhancing media immersion and supporting embodied telepresence for communication. Finally, we discuss the implications these studies have for the near-future of consumer synchronous at-a-distance media consumption. When combined, these studies begin to explore a design space regarding the varying ways in which at-a-distance media consumption can be supported and experienced (through music, TV content, augmenting existing TV content for immersion, and immersive VR content), what factors might influence usage and adoption and the implications for supporting communication and telepresence during media consumption

    Visualising mixed reality simulation for multiple users

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    Cowling, MA ORCiD: 0000-0003-1444-1563Blended reality seeks to encourage co-presence in the classroom, blending student experience across virtual and physical worlds. In a similar way, Mixed Reality, a continuum between virtual and real environments, is now allowing learners to work in both the physical and the digital world simultaneously, especially when combined with an immersive headset experience. This experience provides innovative new experiences for learning, but faces the challenge that most of these experiences are single user, leaving others outside the new environment. The question therefore becomes, how can a mixed reality simulation be experienced by multiple users, and how can we present that simulation effectively to users to create a true blended reality environment? This paper proposes a study that uses existing screen production research into the user and spectator to produce a mixed reality simulation suitable for multiple users. A research method using Design Based Research is also presented to assess the usability of the approach

    Teaching Cultural Heritage using Mobile Augmented Reality

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    open2noThe relationship between augmented reality, mobile learning, gamification and non-formal education methods provide a great potential. The AR-CIMUVE Augmented Reality for the Walled Cities of the Veneto is an original project in collaboration with Italia Nostra and other associations which deal with transmitting our cultural heritage and which teach primary and middle school children the cultural and historical importance of the Venetoā€™s and the surrounding territoriesā€™ walled cities. In this learning experience students will explore how our environment has developed across the ages using the mobile devices with the technical back-up of the AR App. This will allow them to see maps, examine data, 3D models and will enable them to judge and improve their skills. From a pedagogical and educational point of view the emphasis is on a constructivist social-cultural approach which helps students to become active citizens more aware of their historical identity.openPetrucco, Corrado; Agostini, DanielePetrucco, Corrado; Agostini, Daniel
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