3,494 research outputs found

    Towards Seamless Interaction between Physical and Virtual Locations for Asymmetric Collaboration

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    International audienceVirtual Reality allows rapid prototyping and simulation of physical artefacts, which would be difficult and expensive to perform otherwise. On the other hand, when the design process is complex and involves multiple stakeholders, decisions are taken in meetings hosted in the physical world. In the case of aerospace industrial designs, the process is accelerated by having asymmetric collaboration between the two locations: experts discuss the possibilities in a meeting room while a technician immersed in VR tests the selected alternatives. According to experts, the current approach is not without limitations, and in this work, we present prototypes designed to tackle them. The described artefacts were created to address the main issues: awareness of the remote location, remote interaction and manipulation, and navigation between locations. First feedback from experts regarding the prototypes is also presented. The resulting design considerations can be used in other asymmetric collaborative scenarios

    Seamful interweaving: heterogeneity in the theory and design of interactive systems

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    Design experience and theoretical discussion suggest that a narrow design focus on one tool or medium as primary may clash with the way that everyday activity involves the interweaving and combination of many heterogeneous media. Interaction may become seamless and unproblematic, even if the differences, boundaries and 'seams' in media are objectively perceivable. People accommodate and take advantage of seams and heterogeneity, in and through the process of interaction. We use an experiment with a mixed reality system to ground and detail our discussion of seamful design, which takes account of this process, and theory that reflects and informs such design. We critique the 'disappearance' mentioned by Weiser as a goal for ubicomp, and Dourish's 'embodied interaction' approach to HCI, suggesting that these design ideals may be unachievable or incomplete because they underemphasise the interdependence of 'invisible' non-rationalising interaction and focused rationalising interaction within ongoing activity

    Designing to Support Workspace Awareness in Remote Collaboration using 2D Interactive Surfaces

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    Increasing distributions of the global workforce are leading to collaborative workamong remote coworkers. The emergence of such remote collaborations is essentiallysupported by technology advancements of screen-based devices ranging from tabletor laptop to large displays. However, these devices, especially personal and mobilecomputers, still suffer from certain limitations caused by their form factors, that hinder supporting workspace awareness through non-verbal communication suchas bodily gestures or gaze. This thesis thus aims to design novel interfaces andinteraction techniques to improve remote coworkers’ workspace awareness throughsuch non-verbal cues using 2D interactive surfaces.The thesis starts off by exploring how visual cues support workspace awareness infacilitated brainstorming of hybrid teams of co-located and remote coworkers. Basedon insights from this exploration, the thesis introduces three interfaces for mobiledevices that help users maintain and convey their workspace awareness with their coworkers. The first interface is a virtual environment that allows a remote person to effectively maintain his/her awareness of his/her co-located collaborators’ activities while interacting with the shared workspace. To help a person better express his/her hand gestures in remote collaboration using a mobile device, the second interfacepresents a lightweight add-on for capturing hand images on and above the device’sscreen; and overlaying them on collaborators’ device to improve their workspace awareness. The third interface strategically leverages the entire screen space of aconventional laptop to better convey a remote person’s gaze to his/her co-locatedcollaborators. Building on the top of these three interfaces, the thesis envisions an interface that supports a person using a mobile device to effectively collaborate with remote coworkers working with a large display.Together, these interfaces demonstrate the possibilities to innovate on commodity devices to offer richer non-verbal communication and better support workspace awareness in remote collaboration

    Light on horizontal interactive surfaces: Input space for tabletop computing

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    In the last 25 years we have witnessed the rise and growth of interactive tabletop research, both in academic and in industrial settings. The rising demand for the digital support of human activities motivated the need to bring computational power to table surfaces. In this article, we review the state of the art of tabletop computing, highlighting core aspects that frame the input space of interactive tabletops: (a) developments in hardware technologies that have caused the proliferation of interactive horizontal surfaces and (b) issues related to new classes of interaction modalities (multitouch, tangible, and touchless). A classification is presented that aims to give a detailed view of the current development of this research area and define opportunities and challenges for novel touch- and gesture-based interactions between the human and the surrounding computational environment. © 2014 ACM.This work has been funded by Integra (Amper Sistemas and CDTI, Spanish Ministry of Science and Innovation) and TIPEx (TIN2010-19859-C03-01) projects and Programa de Becas y Ayudas para la Realización de Estudios Oficiales de Máster y Doctorado en la Universidad Carlos III de Madrid, 2010

    STRENGTHEN AND UPGRADE REGIONAL CAPABILITIES (REGIONAL UNIVERSITY KNOWLEDGE CENTRE PROGRAMME IN HUNGARY)

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    The emerging vision of the modern, innovative Hungarian economy, which can compete successfully in the global arena, made it absolutely necessary to encourage business firms to be innovation-oriented and to encourage universities to develop, beyond their traditional teaching mission, also their research performance and their capabilities to transfer research results and new knowledge to convert them into commercially relevant innovations. The role of government was to create a suitable legal environment and proper incentives to stimulate and support change and to enable collaborations between Public and Private Sector actors. Despite all efforts in launching relevant programmes, the competency and attractiveness of universities for strategic research partnerships with the private sector remained heterogeneous and partially unsatisfactory because of shortcomings in their knowledge base and their capability to act as well-performing research partners in collaborative projects. In 2004 Hungary established a new complementary programme which addressed particularly these shortcomings, the Pázmány Péter – Regional University Knowledge Centre programme. This paper describes shortly the programme and then investigates the experiences of two initial calls. This Public-Private-Partnership model, where the state is not the single supporter of the programme, the participating Private Sector actors provide complementary funding. In addition, the centres can also attract external funding from various other sources. In addition, Private Sector enterprises make advanced technical equipment available for use by members and non-members. By the first experiences this programme is a good frame to support overcoming on one of the failure of the system, weak knowledge distribution capability. This initiative, the Pázmány Péter programme provides a potentially transferable example for other countries with shortcomings similar to those of Hungary’s National Science and Innovation System. It was the first policy measure which has attracted a large number of actors and united them in joint regional research activities. This form of Public Sector - Private Sector research collaborations is crucial for the flow of knowledge, the seamless transfer of research results to commercially relevant innovation and for feedback loops in development. The centres offer a stimulating environment for innovators and potential innovators, thus contributing to make the Hungarian economy more competitive.university-industry collaboration, regional university knowledge centre, public-private partnership

    An interactive whiteboard for immersive telecollaboration

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    In this paper, we present CollaBoard, a collaboration system that gives a higher feeling of presence to the local auditory and to the persons on the remote site. By overlaying the remote life-sized video image atop the shared artifacts on the common whiteboard and by keeping the whiteboard's content editable at both sites, it creates a higher involvement of the remote partners into a collaborative teamwork. All deictic gestures of the remote user are shown in the right context with the shared artifacts on the common whiteboard and thus preserve their meaning. The paper describes the hardware setup, as well as the software implementation and the performed user studies with two identical interconnected system

    Virtual Valcamonica: collaborative exploration of prehistoric petroglyphs and their surrounding environment in multi-user virtual reality

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    In this paper, we present a novel, multi-user, virtual reality environment for the interactive, collaborative 3D analysis of large 3D scans and the technical advancements that were necessary to build it: a multi-view rendering system for large 3D point clouds, a suitable display infrastructure and a suite of collaborative 3D interaction techniques. The cultural heritage site of Valcamonica in Italy with its large collection of prehistoric rock-art served as an exemplary use case for evaluation. The results show that our output-sensitive level-of-detail rendering system is capable of visualizing a 3D dataset with an aggregate size of more than 14 billion points at interactive frame rates. The system design in this exemplar application results from close exchange with a small group of potential users: archaeologists with expertise in rock-art and allows them to explore the prehistoric art and its spatial context with highly realistic appearance. A set of dedicated interaction techniques was developed to facilitate collaborative visual analysis. A multi-display workspace supports the immediate comparison of geographically distributed artifacts. An expert review of the final demonstrator confirmed the potential for added value in rock-art research and the usability of our collaborative interaction techniques
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