37 research outputs found

    Collaboration in Augmented Reality: How to establish coordination and joint attention?

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    Schnier C, Pitsch K, Dierker A, Hermann T. Collaboration in Augmented Reality: How to establish coordination and joint attention? In: Boedker S, Bouvin NO, Lutters W, Wulf V, Ciolfi L, eds. Proceedings of the 12th European Conference on Computer Supported Cooperative Work (ECSCW 2011). Springer-Verlag London; 2011: 405-416.We present an initial investigation from a semi-experimental setting, in which an HMD-based AR-system has been used for real-time collaboration in a task-oriented scenario (design of a museum exhibition). Analysis points out the specific conditions of interacting in an AR environment and focuses on one particular practical problem for the participants in coordinating their interaction: how to establish joint attention towards the same object or referent. Analysis allows insights into how the pair of users begins to familarize with the environment, the limitations and opportunities of the setting and how they establish new routines for e.g. solving the ʻjoint attentionʼ-problem

    Exploring the flexibility of everyday practices for shifting energy consumption through clockcast

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    Encouraging sustainable living by raising awareness of resource consumption has long been a topic within HCI. However, getting people to change behavior when it comes to energy consumption is difficult. This is one of the major challenges ahead for future energy systems, in particular if resources are renewable and plentiful. We developed the ClockCast prototypes (web and clock forecast) to explore demand response and the flexibility potential of everyday practices. We wanted to reframe the conversation on demand response: from highlighting when not to use energy to highlighting when to use it. The ClockCast prototypes display the best times to use electricity, and they were complemented by proactive and positive suggestions. We conducted a pilot study with five different households to uncover the socio-technical challenges around shifting consumption and the participants' experiences with the prototypes. While the participants increased their awareness of the environmental implications of their actions, shifted some electricity use, and found the forecasts useful, some participants also reported newfound guilt when they did not follow the forecasts

    Integrating Temporal Media and Open Hypermedia on the World Wide Web

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    The World Wide Web has since its beginning provided linking to and from text documents encoded in HTML. The Web has evolved and most Web browsers now support a rich set of media types either by default or by the use of specialised content handlers, known as plug-ins. The limitations of the Web linking model are well known and they also extend into the realm of the other media types currently supported by Web browsers. This paper introduces the Mimicry system that allows authors and readers to link to and from temporal media (video and audio) on the Web. The system is integrated with the Arakne Environment, an open hypermedia integration aimed at Web augmentation. The links created are stored externally, allowing for links to and from resources not owned by the (link) author. Based on the experiences a critique is raised of the limited APIs supported by plug-ins

    Mobile Learning in Context — Context-aware Hypermedia in the Wild

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    Modern project-based education requires students to be able to work with digital materials both in and out of the classroom. Field trips are often an integral part of such projects and greatly benefit students’ learning by allowing them to engage with real-world environments first-hand. However, the infrastructure for accessing context sensitive information and supporting in-situ authoring by students while in the field is often lacking. In this paper we present the HyCon framework for mobile, context-aware, and multi-platform hypermedia that aims at supporting several aspects of fieldtrips and project-based education

    Supporting Mobile and Nomadic Learning

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    This paper presents three e#orts to support children engaged in mobile and nomadic learning both in and out of the classroom. The HyConExplorer is a mobile, context-aware hypermedia system developed to help pupils access and produce digital content during project work in the field. The eBag is the equivalent of an electronic school bag and provides pupils access to their digital materials through large public displays. Seamless proximity based login to the eBag is handled by a Bluetooth sensory system monitoring the children's mobile phones. Finally, we present PP2P, a peer-to-peer framework for mobile devices to discover and utilize other (stationary) devices in the user's surroundings while mediating a feeling of direct and concrete interaction between the communicating appliances

    Mobile Learning in Context â?? Context-aware Hypermedia in the Wild

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    Modern project-based education requires students to be able to work with digital materials both in and out of the classroom. Field trips are often an integral part of such projects and greatly benefit studentsâ?? learning by allowing them to engage with real-world environments first-hand. However, the infrastructure for accessing context sensitive information and supporting in-situ authoring by students while in the field is often lacking. In this paper we present the HyCon framework for mobile, context-aware, and multi-platform hypermedia that aims at supporting several aspects of fieldtrips and project-based education
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