20,290 research outputs found
Towards a Hybrid Space Combining Spatial Augmented Reality and Virtual Reality
International audienceSpatial Augmented Reality (SAR) allows a user, or a group of users, to benefit from digital augmentations embedded directly into the physical world. This enables co-located information and unobstructed interaction. On the other hand, SAR suffers from limitations that are inherently linked to its physical dependency, which is not the case for see-through or immersive displays. In this work, we explore how to facilitate the transition from SAR to VR, and vice versa, integrating both into a unified experience. We developed a set of interaction techniques and obtained first feedback from informal interviews
Methodological reflections on capturing augmented space: insights from an augmented reality field study
The growing popularity of augmented reality has led to an increased overlaying of physical, offline space with digital, augmented space. This is particularly evident in the public space of big cities, which already feature a multitude of holographic content that can be experienced via augmented reality devices. But how can we methodically capture the interrelation between physical and augmented space? In this augmented reality field study, a historical building was holographically reconstructed in its original size on a public city square. The test people were then able to move around and view the hologram from different angles via high-tech augmented reality glasses. Due to its explorative character and constantly changing field conditions, including, among other things, the Covid-19 pandemic, we had to critically reflect and adapt our methods to take into account technical, environmental, social, operationalisation, and recruitment issues. After evaluating our solutions to these issues, this article aims to illustrate the methodological challenges and opportunities of augmented reality field studies and to provide an overview of best practices for capturing the interrelationship of physical and augmented space
Location-based technologies for learning
Emerging technologies for learning report - Article exploring location based technologies and their potential for educatio
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3D (embodied) projection mapping and sensing bodies : a study in interactive dance performance
This dissertation identifies the synergies between physical and virtual environments when designing for immersive experiences in interactive dance performances. The integration of virtual information in physical space is transforming our interactions and experiences with the world. By using the body and creative expression as the interface between real and virtual worlds, dance performance creates a privileged framework to research and design interactive mixed reality environments and immersive augmented architectures. The research is primarily situated in the fields of visual art and interaction design. It combines performance with transdisciplinary fields and intertwines practice with theory. The theoretical and conceptual implications involved in designing and experiencing immersive hybrid environments are analyzed using the reality–virtuality continuum. These theories helped frame the ways augmented reality architectures are achieved through the integration of dance performance with digital software and reception displays. They also helped identify the main artistic affordances and restrictions in the design of augmented reality and augmented virtuality environments for live performance. These pervasive media architectures were materialized in three field experiments, the live dance performances. Each performance was created in three different stages of conception, design and production. The first stage was to “digitize” the performer’s movement and brain activity to the virtual environment and our system. This was accomplished through the use of depth sensor cameras, 3D motion capture, and brain computer interfaces. The second stage was the creation of the computational architecture and software that aggregates the connections and mapping between the physical body and the spatial dynamics of the virtual environment. This process created real-time interactions between the performer’s behavior and motion and the real-time generative computer 3D graphics. Finally, the third stage consisted of the output modality: 3D projector based augmentation techniques were adopted in order to overlay the virtual environment onto physical space. This thesis proposes and lays out theoretical, technical, and artistic frameworks between 3D digital environments and moving bodies in dance performance. By sensing the body and the brain with the 3D virtual environments, new layers of augmentation and interactions are established, and ultimately this generates mixed reality environments for embodied improvisational self-expression.Radio-Television-Fil
Immersive Insights: A Hybrid Analytics System for Collaborative Exploratory Data Analysis
In the past few years, augmented reality (AR) and virtual reality (VR)
technologies have experienced terrific improvements in both accessibility and
hardware capabilities, encouraging the application of these devices across
various domains. While researchers have demonstrated the possible advantages of
AR and VR for certain data science tasks, it is still unclear how these
technologies would perform in the context of exploratory data analysis (EDA) at
large. In particular, we believe it is important to better understand which
level of immersion EDA would concretely benefit from, and to quantify the
contribution of AR and VR with respect to standard analysis workflows.
In this work, we leverage a Dataspace reconfigurable hybrid reality
environment to study how data scientists might perform EDA in a co-located,
collaborative context. Specifically, we propose the design and implementation
of Immersive Insights, a hybrid analytics system combining high-resolution
displays, table projections, and augmented reality (AR) visualizations of the
data.
We conducted a two-part user study with twelve data scientists, in which we
evaluated how different levels of data immersion affect the EDA process and
compared the performance of Immersive Insights with a state-of-the-art,
non-immersive data analysis system.Comment: VRST 201
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