Augmented reality techniques can enhance collaboration by providing spatial cues that improve awareness of partners' actions. Studies found AR collaboration mimicked natural face-to-face interaction more than video conferencing through gestures, speech patterns and subjective feedback. Future collaborative AR systems aim to seamlessly bridge the physical and virtual through wearable displays and tangible interactions to support remote and co-located collaboration.
4. Collaboration: Taxonomy
Time/Space [Ellis91]
Time
bu e boa d
bulletin board pos , email, a
post, e a , fax
asynchronous
Shared editor
meeting, chat,
brainstorming, teleconference
synchronous seminar
Space
colocated distant
5. Today’s Technology
Video Conferencing
lack of spatial cues
limited participants
2D collaboration
Collaborative Virtual Environments
separation from real world
reduced conversational cues
6. Beyond Video Conferencing
2D Interface onto 3D
VRML
Projection Screen
CAVE, WorkBench
Volumetric Display
p y
scanning laser
Virtual Reality
natural spatial cues
7. Beyond Virtual Reality
Lessons from CSCW
Seamless
Enhance Reality
Immersive Virtual Reality
separates from real world
reduces conversational cues
9. Central Claim
Augmented Reality techniques can be used to provide
spatial cues that significantly enhance face-to-face and
remote collaboration on three-dimensional tasks.
10. Construct3D [Kaufmann 2000]
Collaborative geometry education tool
g y
Different learning modes (teacher, student, exam)
Tangible interaction – personal interaction panel
11. Collaborative Augmented Reality
Seamless Interaction
Natural Communication
Attributes:
Att ib t
Virtuality
Augmentation
Cooperation
Independence
Individuality
12. Seamless CSCW
Seam (Ishii et. al.)
spatial, temporal, functional discontinuity
Types of Seams
Functional
- between different functional workspaces
Cognitive
g
- between different work practices
15. Effect of Seams
Functional Seams:
Mediated differs from F-to-F Conversation
- Loss of Gaze Information
- Degradation of Non-Verbal Cues
Cognitive Seams:
Learning Curve Effects
User Frustration
16. Unanswered Questions
Does seamlessness enhance performance?
What
Wh AR cues can enhance collaboration ?
h ll b
How does AR collaboration differ ?
What technology is required ?
...
17. Collaborative AR Interfaces
Face to Face Collaboration
WebSpace, Shared Space, Table Top Demo, Interface
p , p , p ,
Comparison, AR Interface Comparison
Remote Collaboration
SharedView, RTAS, Wearable Info Space, WearCom, AR
Conferencing, BlockParty
Transitional Interfaces
T lI f
MagicBook
Hybrid Interfaces
AR PRISM, GI2VIS
19. Communication Cues
A wide variety of communication cues used.
sua
Visual
Audio Gaze
Gesture
Speech Face Expression
Paralinguistic Body Position
Paraverbals
Prosodics
Intonation
Object Manipulation
Writing/Drawing
Environmental Spatial Relationship
Object Presence
20. In computer supported collaboration, however, it is often
hard for users to exchange non-verbal communication
g
cues, even when they are co-located.
21. Face-to-face collaboration
People surround a table
It is easy to see each other
Communication S
C i ti Space Task S
T k Space
Computer supported
collaboration
ll b ti
People sit side by side
It is hard to see each other
i h dt h th
Communication Space Task Space
22. Shared Space - Table Top Demo
Goal
create compelling collaborative AR
p g
interface usable by novices
Exhibit content
matching card game
face to face collaboration
physical interaction
23. Results
2,500 3,000
2 500 - 3 000 users
Observations
no problems with the interface
bl ih h i f
- only needed basic instructions
physical objects easy to manipulate
spontaneous collaboration
Subjective survey (157 people)
Users felt they could easily play with other people and
interact with objects
j
Improvements
reduce lag, improve image quality, better HMD
g, p g q y,
24. AR Pad
Handheld AR Display
LCD screen
SpaceOrb
Camera
Peripheral awareness
P h l
26. Face to Face Collaboration
Compare two person collaboration in:
Face to Face, AR, Projection Display
Task
Urban design logic puzzle
- Arrange 9 building to satisfy 10 rules in 7 minutes
Subjects
Within subjects study (counter-balanced)
12 pairs of college students
31. Interface Conditions
FtF AR Projection
User Viewpoint
p Independent Private Public
Easy to change Independent Common
Easy to change Difficult to change
Limited FOV
Interaction Two handed Two handed Mouse-based
Natural object Tangible AR One-handed
manipulation techniques Time-multiplexed
Space-multiplexed Space-multiplexed
32. Hypothesis
Collaboration with AR technology will produce
behaviors that are more like natural face-to-
face collaboration than from using a screen-
screen
based interface.
33. Metrics
Subjective
Evaluative survey after each condition
Forced-choice survey after all conditions
Post experiment interview
Objective
j
Communication measures
- Video transcription
p
34. Measured Results
Performance
AR collaboration slower than FtF + Projection
j
Communication
Pointing/Picking gesture behaviors same in AR as FtF
Deictic speech patterns same in AR as FtF
- Both significantly different than Projection condition
g y j
Subjective
FtF easier to work together and understand
Interaction in AR easier than Proj. and same as FtF
35. Deictic Expressions
30%
25%
20%
15%
10%
5%
0%
FtF Proj AR
Significant difference – ANOVA, F(2,33) = 5.77, P < 0.01
No difference between FtF and AR
37. 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
see,
Projection display
Interaction difficult (8/14)
- not mouse-like, invasion of space
AR display – “working solo together”
Lack of peripheral cues = “tunnel vision (10/14 people)
tunnel vision”
38. Face to Face Summary
Collaboration is partly a Perceptual task
AR reduces perceptual cues -> Impacts collaboration
Tangible AR metaphor enhances ease of interaction
Users felt that AR collaboration different from FtF
But:
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
cues, while k
h l keeping ease of interaction
f
39. Collaborative AR
AR Tennis
Virtual tennis court
Two user game
Audio + haptic feedback
Bluetooth messaging
41. AR Experience
Conditions
A: Face to Face AR
B: Face to Face non-AR
C: Non Face to Face
Measures
Survey questions
Ranking
42. Survey Questions
1/ How easy was it to work with your partner?
2/ How easily did your partner work with you?
y y p y
3/ 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 7
1 = not very easy, 7 = very easy
43. Results
Rankings
User felt AR condition was much easier to see what their
p
partner was doing (Q3)
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
44. Observations and Conclusions
Observations
Tangible input proved to be very intuitive
Users preferred audio over haptic cues as it provided
greater awareness
Players adapted behavior to interface
Conclusions
Collaborative AR enhances face to face awareness
48. Features
Hardware
SGI O2
Virtual i-O HMD
head mounted camera
Software
live video
shared whiteboard
vision based registration/tracking
49. Pilot Study
How does AR conferencing differ ?
Task
discussing images
12 pairs of subjects
Conditions
audio only ( )
y (AC)
video conferencing (VC)
mixed reality conferencing (MR)
52. Presence and Communication
Presence Rating (0-100)
100
90
80
70
60
50
40
30
20
10 Could tell when Partner was Concentrating
0 14
AC VC MR
12
10
8
6
4
2
0
AC VC MR
53. Subjective Comments
Paid more attention to pictures
Remote video provided peripheral cues
In AR condition
Difficult to see everything
Remote user distracting
Communication asymmetries
54. A Wearable Conferencing Space
Features
mobile video conferencing
full size images
spatial audio/visual cues
interaction with real world
dozens of users
body-stabilized data
56. Software Architecture
Multicast Groups
Position Broadcasting
P B d
10 kb/s per person
Audio Broadcasting
172 kb/s per person
Local sound spatialization
DirectSound3D
Graphics Interface
DirectX/Direct3D
57. Pilot User Study
Can MR spatial cues aid comprehension?
Task
recognize words in spoken phrases
Conditions
Number of speakers
- 1,3,5 simultaneous speakers
Spatial/Non Spatial Audio
Visual/Non visual cues
58. Spatial Sound
Spatial vs. Non Spatial Performance
5
4
Score
3 SS
2 NS
1
0
1 3 5
Num Speakers
59. Subjective Ratings
Ease of Understanding
6
5
5)
ating (1-5
4
SS
3
NS
2
Ra
1
0
1 3 5
Num Speakers
67. The MagicBook
Goal: A collaborative AR interface supporting
transitions from reality to virtual reality
Physical Components
Real book
Display Elements
p y
AR and VR content
Interaction Metaphor
Book pages hold virtual scenes
69. Milgram’s Continuum (1994)
Mixed Reality (MR)
Reality Augmented Augmented Virtuality
y
(Tangible Reality (AR) Virtuality (AV) (Virtual
Interfaces) Reality)
Central Hypothesis
yp
The next generation of interfaces will support transitions
along the Reality-Virtuality continuum
70. Transitions
Interfaces of the future will need to support transitions
along the RV continuum
Augmented Reality is preferred for:
co-located collaboration
Immersive Virtual Reality is preferred for:
experiencing world immersively (egocentric)
sharing views
remote c llab rati n
rem te collaboration
72. Features
Seamless transition between Reality and Virtuality
Reliance on real d
R li l decreases as virtual increases
i li
Supports egocentric and exocentric views
User can pick appropriate view
Computer becomes invisible
Consistent interface metaphors
Virtual content seems real
Supports collaboration
73. Collaboration
Collaboration on multiple levels:
Physical Object
y j
AR Object
Immersive Virtual Space
Egocentric + exocentric collaboration
multiple multi-scale users
p
Independent Views
Privacy, role division, scalability
74. Technology
Reality
No technology
Augmented Reality
Camera – tracking
Switch – fly in
Virtual Reality
Compass – tracking
Press pad – move
Switch – fly out
78. Hybrid User Inerfaces
Goal: To
G l T incorporate AR into normal meeting
l
environment
Physical Components
Real props
Display El
Di l Elements
t
2D and 3D (AR) displays
Interaction Metaphor
Use multiple tools – each relevant for the task
79. Hybrid User Interfaces
1 2 3 4
PERSONAL TABLETOP WHITEBOARD MULTIGROUP
Private Display Private Display Private Display Private Display
Group Display Public Display Group Display
Public Display
80. Bridging Space (1)
Office of the Future
[Raskar98]
office environment
augmented with embedded
front projection
3D video conferencing
81. Bridging Space (2)
Emmie [Butz99]
Shared virtual “ether“ metaphor
Incorporate existing standard applications
82. Bridging S
B id i Space (3)
Studierstube (V2.0) [Schmalstieg2000]
Similar multi-display AR
Mixed view applications
Example: Storyboard design
83. MagicMeeting [Regenbrecht 2002]
Hybrid Interface for Face to Face Collaboration
AR view, Projection Screen, Desktop, PDA
j p
Tangible Interaction
Physical manipulators
84. Tangible Interactions
Cake Platter Rotation
Real Props – Cli i Pl
R lP Clipping Plane, Obj t Li hti
Object Lighting
86. Lessons Learned
Face to face collaboration
AR preferred over immersive VR
f d i i
AR facilitates seamless/natural communication
Remote C ll b ti
R t Collaboration
AR spatial cues can enhance communication
AR conferencing improves video conferencing
f i i id f i
Many possible confounding factors
87. Future Work
Wearable collaborative AR system
opportunistic collaboration
just in time training
Communication Asymmetries
interface, expertise, roles
Usability Studies
y
multi-user AR systems
communication tasks