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Audio-Only Augmented
Reality System for Social
Interaction
TOM GURION1 AND NORI JACOBY1,2
1BAR-ILAN UNIVERSITY, RAMAT-GAN
...
Augmented Reality
Google Glasses
www.google.com/glass/
Decolabs
http://www.decolabs.com/
Wikitude
http://www.wikitude.com/
Augmented reality in
the audio domain?
Introduction and framework:
Interactive music systems
ADA: The Intelligent Space (2002)
http://specs.upf.edu/installation/...
Introduction and framework:
Interactive music systems
AutoRap by Smule (2012)
http://www.smule.com/autorap
RjDj – Sonic Ex...
Introduction and
framework:
Social context
“A flash mob is a group of
people who assemble
suddenly in a public place,
perf...
Introduction and
framework:
Social context
“Silent disco has become a
common name for
a disco where people dance
to music ...
Research targets
Propose and implement an audio-only augmented reality system for
social interaction.
Evaluate the syste...
System Description
Overview
The six balloons bundles Bluetooth beacon
Overview
App Screenshot The partyApplication page in Google Play
Demonstration
http://www.youtube.com/watch?v=2kJoeD2iWBA
Our positioning requirements
What we need:
Accuracy of about one meter
Mobile
No infrastructure
What we don’t need:
Ex...
Bluetooth discovery
routine
Repeatedly search for
Bluetooth beacons.
Extract received signal
strength indicator (RSSI)
fro...
Player patch
Each one of the six beacons
correspond to pre defined
sound zone player.
The patch receives RSSI
values from ...
Evaluation: preliminary results
Experiment design
Participants were randomly
assigned to two groups.
Both groups started the
experiment together.
In the c...
Measurements
Surveys
Each participant filled pre/post party surveys that included questions
regarding their musical backg...
Results: Surveys
We found that using the
interactive system
participants tends to dance
less with people they knew
in adva...
Results: Bluetooth
discoveries count
We found higher counts
during the interactive blocks
of the party compared with
the c...
Video tracking
Tracking participants
manually in Pure Data to
generate positioning tables.
Results:
Positioning tracking
We didn’t find significant
difference between the
position in the interactive
and control bl...
Conclusions
Our system demonstrate a simple way to use Bluetooth technology for
relative indoor positioning.
Our prelimi...
Future research
We will use the devices accelerometers to asses entrainment.
Larger and more comprehensive experiments w...
Thank you!
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Audio-Only Augmented Reality System for Social Interaction

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Presentation of Tom Gurion's master thesis project from the Music and Technology program, Bar-Ilan University.

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Audio-Only Augmented Reality System for Social Interaction

  1. 1. Audio-Only Augmented Reality System for Social Interaction TOM GURION1 AND NORI JACOBY1,2 1BAR-ILAN UNIVERSITY, RAMAT-GAN 2HEBREW UNIVERSITY, JERUSALEM
  2. 2. Augmented Reality Google Glasses www.google.com/glass/ Decolabs http://www.decolabs.com/ Wikitude http://www.wikitude.com/
  3. 3. Augmented reality in the audio domain?
  4. 4. Introduction and framework: Interactive music systems ADA: The Intelligent Space (2002) http://specs.upf.edu/installation/547 Reactable (2007) http://www.reactable.com/
  5. 5. Introduction and framework: Interactive music systems AutoRap by Smule (2012) http://www.smule.com/autorap RjDj – Sonic Experiences (2008) http://www.smule.com/autorap
  6. 6. Introduction and framework: Social context “A flash mob is a group of people who assemble suddenly in a public place, perform an unusual and seemingly pointless act for a brief time, then quickly disperse, often for the purposes of entertainment, satire, and artistic expression. Flash mobs are organized via telecommunications, social media, or viral emails.” (Wikipedia)
  7. 7. Introduction and framework: Social context “Silent disco has become a common name for a disco where people dance to music listened to on wireless headphones. Rather than using a speaker system, music is broadcast via an FM-transmitter with the signal being picked up by wireless headphone receivers worn by the participants.” (Wikipedia)
  8. 8. Research targets Propose and implement an audio-only augmented reality system for social interaction. Evaluate the system in the context of silent disco party. More generally, explore the potential of new ways of music consumption through mobile devices.
  9. 9. System Description
  10. 10. Overview The six balloons bundles Bluetooth beacon
  11. 11. Overview App Screenshot The partyApplication page in Google Play
  12. 12. Demonstration http://www.youtube.com/watch?v=2kJoeD2iWBA
  13. 13. Our positioning requirements What we need: Accuracy of about one meter Mobile No infrastructure What we don’t need: Exact positioning The solution: Bluetooth Based Relative Positioning system
  14. 14. Bluetooth discovery routine Repeatedly search for Bluetooth beacons. Extract received signal strength indicator (RSSI) from the Bluetooth device discovery and use it as an estimation of the distance between the user and the beacon. Send the device address and RSSI value to Pure Data patch using libpd API (Brinkmann, 2011).
  15. 15. Player patch Each one of the six beacons correspond to pre defined sound zone player. The patch receives RSSI values from the app and route them to sound zone player according to Bluetooth address. Each sound zone uses the RSSI value differently to manipulate the music in real-time (E.g. volume, music filtration, etc.)
  16. 16. Evaluation: preliminary results
  17. 17. Experiment design Participants were randomly assigned to two groups. Both groups started the experiment together. In the control blocks participants heard pre composed music based on the music of the interactive system. They were informed that the experiment consists of interactive and control segments. Group A consists of 8 participants (4 females and 4 males) with mean age of 36.7 (s.d = 12.3); group B consists of 10 participants (3 females and 7 males) with mean age of 29.6 (s.d = 10.2). Participants had a diverse musical background with 4.7 mean years of musical training (s.d = 5.2).
  18. 18. Measurements Surveys Each participant filled pre/post party surveys that included questions regarding their musical background and preferences as well as system evaluation feedback. Bluetooth discoveries count Counting the number of Bluetooth device discoveries made by the participants’ phones during the interactive and the control blocks. In order to eliminate edge effects, we analyzed only the two middle blocks of the experiment. Positioning tracking Video capturing of the party from above the dance floor. Analyzed offline.
  19. 19. Results: Surveys We found that using the interactive system participants tends to dance less with people they knew in advance. Participants self-reported significantly higher levels of movement using the system. We didn’t find supportive results to show that participants dance more with strangers. Dancing with known people: paired t-test, t(14) = -2.5, p_value = 0.01 Changing location in space: paired t-test, t(15) = 3.9, p_value < 0.01
  20. 20. Results: Bluetooth discoveries count We found higher counts during the interactive blocks of the party compared with the control blocks. paired t-test, t(16) = 1.7, p_value = 0.06, non-significant
  21. 21. Video tracking Tracking participants manually in Pure Data to generate positioning tables.
  22. 22. Results: Positioning tracking We didn’t find significant difference between the position in the interactive and control blocks. However position was indicative to the social relations between participants! We asked participants for their social relationships to other participants. We compared the resulted map with video correlation index. The results shows that the p_value < 0.001
  23. 23. Conclusions Our system demonstrate a simple way to use Bluetooth technology for relative indoor positioning. Our preliminary results demonstrate the potential for audio-only augmented reality to significantly enrich the experience of music consumption and social interaction. We show that the social implications of the system can be validated in a controlled experiment. We show that positioning tracking can be used to obtain social relationships within large group of people.
  24. 24. Future research We will use the devices accelerometers to asses entrainment. Larger and more comprehensive experiments with a different design.
  25. 25. Thank you!

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