2011 IEEE International Symposium on Mixed and Augmented Reality - Arts, Media, and Humanities最新文献

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Augmented reality in a serious game for manual assembly processes 增强现实在一个严肃的游戏手工组装过程
R. Woll, T. Damerau, Kevin Wrasse, R. Stark
{"title":"Augmented reality in a serious game for manual assembly processes","authors":"R. Woll, T. Damerau, Kevin Wrasse, R. Stark","doi":"10.1109/ISMAR-AMH.2011.6093654","DOIUrl":"https://doi.org/10.1109/ISMAR-AMH.2011.6093654","url":null,"abstract":"This paper presents results from a study in which Augmented Reality (AR) technology has been employed in a serious game for teaching the assembly of a car power generator. Most used car power generators can be remanufactured in order to save material and cost. This is usually done manually and requires a mechanic who knows the different steps of disassembly, cleaning, replacement and re-assembly of the generators components. A serious game has been developed that teaches an apprentice mechanic of which components a car power generator consists and how these components have to be assembled. The game has been implemented as an application for smartphones running the Android operation system. The game employs augmented reality technology in order to let the user interactively experience the spatial arrangement of components and to support the user in validating his learning success.","PeriodicalId":223956,"journal":{"name":"2011 IEEE International Symposium on Mixed and Augmented Reality - Arts, Media, and Humanities","volume":"155 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-10-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116628194","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 25
Experience design, interactive art environments and the sense of becoming 体验设计,互动艺术环境和成为感
Sofia Mytilinaiou, Karen Cham, C. Hutchison
{"title":"Experience design, interactive art environments and the sense of becoming","authors":"Sofia Mytilinaiou, Karen Cham, C. Hutchison","doi":"10.1109/ISMAR-AMH.2011.6093662","DOIUrl":"https://doi.org/10.1109/ISMAR-AMH.2011.6093662","url":null,"abstract":"Experience Design is a contemporary form of design, which appertains to the field of interaction design. In relation to Interactive art environments, it suggests that potentialities are actualized by those actively participating within physical, virtual and mixed works. It could be argued that every design approach is a dynamic process of making experiences; nonetheless we do not ‘design experiences’ we design for them. An experience emerges from a variety of potentialities, a significant part of which cannot be organized and predetermined by the design procedure; the outcome is considerably depended on matters beyond its design. In the frames of digitally interactive artworks people interact and actively participate in the course of an event. It is Aristotle that introduces becoming as a concept that describes our experience of interaction with the world, expressing the notion of change in the course of life, the ceaseless evolution in space and time. Consensus as to what constitutes effective experience design, this paper argues that understanding both design and experience as verbs, rather than nouns, could help our understanding of the practice. This paper transcends the boundaries of art and design theory; it puts emphasis on the fact that becoming cannot be predetermined, and how the notions of design, art, experience, becoming and space are intertwined in the subjective experience of artworks.","PeriodicalId":223956,"journal":{"name":"2011 IEEE International Symposium on Mixed and Augmented Reality - Arts, Media, and Humanities","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-10-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114233836","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Psychological keys to success in MAR systems MAR系统成功的心理关键
M. Neal, J. Cabiria, J. Hogg
{"title":"Psychological keys to success in MAR systems","authors":"M. Neal, J. Cabiria, J. Hogg","doi":"10.1109/ISMAR.2011.6092357","DOIUrl":"https://doi.org/10.1109/ISMAR.2011.6092357","url":null,"abstract":"Imagine a significant improvement in understanding user response to your application. This tutorial examines psychological considerations in developing and deploying MAR applications to help improve your understanding of key psychological factors in technological development. Successful MAR applications will be those that take advantage of the inherent way our brains process information in this new environment. This panel provides a one half-day session where media-focused psychology is explored at a basic level with numerous illustrations, examples, and techniques to ensure that the MAR application has a strong technology-mind interface. The purpose of this tutorial is to help define the role psychological research and theories play in the successful development and deployment of commercial MAR applications. It contains four major sections of study for session participants. The first three are: 1) cognitive science, 2) psychological design, and 3) narrative transportation theory for applications. There is considerable research in user experience (UX), and there are many lessons to be learned as MAR technology moves into the mainstream. Each section deconstructs core foundational components in the understanding of user-experience (UX) with regard to new interactive technologies. The final section ties the first three sections together and provides practical tips and techniques to help MAR researchers and practitioners take the psychological sciences into their labs, design, and development shops. Throughout this tutorial, attendees will view various examples of each of the topics, as well as be exposed to a variety of similarities and differences in cognitive interpretation of object and environment design. By the end of this session, attendees will have a better understanding of how to design for diverse end-users, as well as how to capture and hold end-user attention for the ultimate purpose of engagement and immersion.","PeriodicalId":223956,"journal":{"name":"2011 IEEE International Symposium on Mixed and Augmented Reality - Arts, Media, and Humanities","volume":"22 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-10-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121559499","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 3
Water in augmented space 增广空间中的水
Corinne Studer, J. Shave
{"title":"Water in augmented space","authors":"Corinne Studer, J. Shave","doi":"10.1109/ISMAR-AMH.2011.6093665","DOIUrl":"https://doi.org/10.1109/ISMAR-AMH.2011.6093665","url":null,"abstract":"Water is both space and media at one and the same time. However, using only our human senses, we can hardly read the information that it carries. Augmenting this reality with the use of computer vision integrated into a biomonitoring system, we are able to read the water quality, at least as data values, in real time. In the art and science project fleabag, the data values relating to water quality of a river will be analysed using this AR technology, and then transformed artistically to expand the human perceptual range through a sensually comprehensible, visual and physical presence on the river side, \"augmenting space\" as Lev Manovich once defined this term [1].","PeriodicalId":223956,"journal":{"name":"2011 IEEE International Symposium on Mixed and Augmented Reality - Arts, Media, and Humanities","volume":"284 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-10-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132229926","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Sound Perfume: Augmenting user's identity using sound and fragrance stimulation 声音香水:使用声音和香味刺激来增强用户的身份
Yongsoon Choi, A. Cheok, X. R. Martinez, Veronica Halupka, Kenichi Sugimoto
{"title":"Sound Perfume: Augmenting user's identity using sound and fragrance stimulation","authors":"Yongsoon Choi, A. Cheok, X. R. Martinez, Veronica Halupka, Kenichi Sugimoto","doi":"10.1109/ISMAR-AMH.2011.6093663","DOIUrl":"https://doi.org/10.1109/ISMAR-AMH.2011.6093663","url":null,"abstract":"Sound Perfume system is a subtle communication media could help a user to create a unique identity for others and augment the recollection of memories through indirect sound and smell stimulation from a pair of glasses during face-to-face communication. Sound Perfume system was evaluated through testing with twelve Japanese participants (six males, six females) to measure the effectiveness of augmenting their impressions in face-to-face interpersonal interactions. Results showed that Sound Perfume system could help eight users, especially during the first contact, to augment their impressions to their partner during communication. However, in order to assert this result concretely, we would need to improve the current version of the system and conduct further user evaluations.","PeriodicalId":223956,"journal":{"name":"2011 IEEE International Symposium on Mixed and Augmented Reality - Arts, Media, and Humanities","volume":"32 5","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-10-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114008224","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 2
Mobile augmented reality in the museum: Can a lace-like technology take you closer to works of art? 博物馆中的移动增强现实:蕾丝技术能让你更接近艺术作品吗?
Anne Bationo Tillon, Isabelle Marchal, P. Houlier
{"title":"Mobile augmented reality in the museum: Can a lace-like technology take you closer to works of art?","authors":"Anne Bationo Tillon, Isabelle Marchal, P. Houlier","doi":"10.1109/ISMAR-AMH.2011.6093655","DOIUrl":"https://doi.org/10.1109/ISMAR-AMH.2011.6093655","url":null,"abstract":"This paper describes the results of experiments conducted during museum visits with a mobile guide using markerless augmented reality. It aims to study how such a tool can transform the activity of visiting a museum. First, we present a model of the activity of visiting a museum which has emerged both from the state of the art and also from a number of observations made by the author. This model is comprised of two types of activity experienced by the observer of an artwork: sensitive activity and analytical activity. We then explain the methodology of the experiments and the results. We identify three schemes of interaction between the visitor and the mobile guide, and we describe these schemes and their impact on the activity of visiting a museum. Finally this model allows us to determine future directions for the design of mobile augmented reality tools for visiting museums.","PeriodicalId":223956,"journal":{"name":"2011 IEEE International Symposium on Mixed and Augmented Reality - Arts, Media, and Humanities","volume":"28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-10-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115523107","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 52
A syncretic approach to artistic research in mixed reality data transfer 混合现实数据传输中艺术研究的综合方法
Julian Stadon, R. Grasset
{"title":"A syncretic approach to artistic research in mixed reality data transfer","authors":"Julian Stadon, R. Grasset","doi":"10.1109/ISMAR-AMH.2011.6093659","DOIUrl":"https://doi.org/10.1109/ISMAR-AMH.2011.6093659","url":null,"abstract":"This paper offers a contribution to an emerging culturally orientated discourse regarding mixed reality interaction. It seeks to define syncretic, or hybridized agency, particularly in social mixed reality data transfer artworks. Recent developments in bridging relationships with digital representation of identity through mixed reality interfacing, have brought about the need for further analysis of these new post-biological, hybridized states of being that traverse traditional paradigms of biophysics. time and space, and artistic practice. Roy Ascott's interpretation of syncretism within digital networks may facilitate further understanding of multi-layered consciousness, both material and metaphysical, that are emerging from our engagement with such pervasive computational technologies and post-biological systems. Syncretism has traditionally been regarded as an attempt to harmonise and analogise [1] Citing recent examples of practical research outcomes, this paper will cite what Deleuze and Guattari have called ‘deterritorialisation’ of the human body and its dispersion throughout multiple reality manifestations and how mixed reality data transfer might constitute a ‘reterritorialising’ effect that creates a syncretic post-biological digital identity for the user [2].","PeriodicalId":223956,"journal":{"name":"2011 IEEE International Symposium on Mixed and Augmented Reality - Arts, Media, and Humanities","volume":"41 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-10-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116474555","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 3
Architectural models in urban landscapes: Synthesis of markers and virtual structures 城市景观中的建筑模型:标记与虚拟结构的综合
Werner Lonsing
{"title":"Architectural models in urban landscapes: Synthesis of markers and virtual structures","authors":"Werner Lonsing","doi":"10.1109/ISMAR-AMH.2011.6093668","DOIUrl":"https://doi.org/10.1109/ISMAR-AMH.2011.6093668","url":null,"abstract":"In marker based AR systems an overloading of tasks for markers can be beneficial. The proposed technology uses tracked markers, which simultaneously can serve additional functions besides its primary task as fiduciary feature to align an augmented scene. It can supply data required for the creation of the scene and even be a be part of the scene. The patented [6] technology has been developed to create robust mixed-reality scenes in realtime. This poster presents AR for large scale modeling within the thematic scope of architectural and urban planning. A previous prototype (AmbiViewer [1]) already demonstrated the unique technique to calibrate a camera in augmented scenes.","PeriodicalId":223956,"journal":{"name":"2011 IEEE International Symposium on Mixed and Augmented Reality - Arts, Media, and Humanities","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-10-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126104430","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 6
The role of the artist in evolving AR as a new medium 艺术家在AR作为一种新媒介的发展中所扮演的角色
Helen Papagiannis
{"title":"The role of the artist in evolving AR as a new medium","authors":"Helen Papagiannis","doi":"10.1109/ISMAR-AMH.2011.6093658","DOIUrl":"https://doi.org/10.1109/ISMAR-AMH.2011.6093658","url":null,"abstract":"In 1988, John Pearson wrote about the computer being appropriated by artists, offering “new means for expressing their ideas” [1]. Pearson notes, however, that historically, new technologies “were not developed by the artistic community for artistic purposes, but by science and industry to serve the pragmatic or utilitarian needs of society [2]. It is then up to the artist to be a “colonizer” and to “exploit” these new technologies for their own purposes, as Roger Malina suggests [3]. It is the role of the artist then to act as a pioneer, pushing forward a new aesthetic that exploits the unique materials of the novel technology. To heed the opportunities afforded by a new medium, this involves, as Malina notes, “understanding the specific capabilities […] and creating art forms that exploit these” [4]. This paper will examine the role of the artist in working with the emerging technology of Augmented Reality (AR), including a discussion of my creative process as an artist and PhD researcher working with AR.","PeriodicalId":223956,"journal":{"name":"2011 IEEE International Symposium on Mixed and Augmented Reality - Arts, Media, and Humanities","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-10-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124880173","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 3
Pre-patterns for designing embodied interactions in handheld augmented reality games 手持增强现实游戏中具身交互设计的预模式
Yan Xu, Evan Barba, Iulian Radu, Maribeth Gandy Coleman, Richard Shemaka, Brian Schrank, B. MacIntyre, Tony Tseng
{"title":"Pre-patterns for designing embodied interactions in handheld augmented reality games","authors":"Yan Xu, Evan Barba, Iulian Radu, Maribeth Gandy Coleman, Richard Shemaka, Brian Schrank, B. MacIntyre, Tony Tseng","doi":"10.1109/ISMAR-AMH.2011.6093652","DOIUrl":"https://doi.org/10.1109/ISMAR-AMH.2011.6093652","url":null,"abstract":"The game industry and related research communities have shown a surge of interest in reality-based interfaces that create “embodied” game play experiences. Handheld AR (HAR) is a reality-based interface that renders digital objects onto a player's perception of the physical world. HAR creates a hybrid space in which players can leverage their existing physical and social skills to interact with the game system and with each other. Although HAR has received some attention in the world of handheld gaming, there is little research that summarizes and communicates design principles and implications across multiple examples. In this paper, we analyze and generate design lessons from dozens of HAR games, drawn from academic and commercial AR games, and also our years of experience designing and teaching HAR game design. We summarize our experience in this new field into a set of design “pre-patterns” as a means of formalizing significant design lessons derived from these existing practices into repeatable principles and solutions. We contribute to both the game and interaction design communities with pre-patterns that support embodied game play.","PeriodicalId":223956,"journal":{"name":"2011 IEEE International Symposium on Mixed and Augmented Reality - Arts, Media, and Humanities","volume":"93 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-10-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130980212","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 43
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