1. Collaborative Work in Augmented Reality: A Survey
Mickael Sereno, Xiyao Wang, Lonni Besancon, Michael J. McGuffin, and Tobias Isenberg
IEEE TVCG 2020
January 8th, 2021
Presenter: Seunghyeong Choe
2. Contents
• Overview of the paper
• Introduction
• Fundamentals of AR and CSCW
• Methods & Paper Survey
• Design Consideration
• Remaining Research Areas
• Collaborative Immersive Analytics
• Limitation
3. 2
Overview of the paper
Survey of AR and VR systems that supports collaborative work
Suggesting future work
Introducing basic concepts of AR and CSCW
Suggesting design considerations
4. 3
Introduction
• History of AR
1968 1992 2000s 2010s 2016
A head-mounted three
dimensional display
The term first used by
Boeing engineers
Researches
Researches
Affordable to buy
• AR Hardware
• Algorithm
• User experience
• Medicine
• Education
• Games
• Remote guidance
• Industry
• Crisis response
• Infovis
+ Smartphone application
5. 4
Augmented Reality and Collaborative Work
Computer-Supported Collaborative Work (CSCW)
AR-CSCW
Important in industry, where multiple collaborators need to interact with each other
IEEE ISMAR has paid little attention to CSCW (1.7% of papers between 2008 and 2017)
Has not been studied much by researchers
Limited domains (educations, medical training)
This survey provides an overview and a research agenda of AR-CSCW
Surveyed total 65 papers in ISMAR and CSCW conference (2008~2019)
Providing design considerations, remaining research areas
6. 5
Fundamentals of AR and CSCW
Augmented
Reality
Psychological
Aspects
Mixed-Space
Collaborative
Work
Interaction
Techniques
Multiple
Rendering
Windows
Displays
7. 6
Fundamentals of AR and CSCW
Augmented Reality
• AR is a special case of ME and closely connected to the real world
• Requirements for AR systems [2, 3]
The merging and alignment of real and virtual information
Real-time rendering through all the sensory channels
Real-time interactive environment
Real Environment (RE) Augmented Reality (AR) Augmented Virtuality (AV) Virtual Environment (VE)
Mixed Reality (MR)
Milgram and Kishino’s Reality-Virtuality Continuum [1]
[1] P. Milgram and F. Kishino, “A taxonomy of mixed reality visual displays,” IEICE Transactions on Information and Systems, vol. 77, no. 12, pp. 1321–1329, Dec. 1994.
[2] R. Azuma, Y. Baillot, R. Behringer, S. Feiner, S. Julier, and B. MacIntyre, “Recent advances in augmented reality,” IEEE Computer Graphics and Applications, vol. 21, no. 6, pp. 34–47, Nov. 2001.
[3] R. T. Azuma, “A survey of augmented reality,” Presence: Teleopera- tors and Virtual Environments, vol. 6, no. 4, pp. 355–385, Aug. 1997. doi: 10.1162/pres.1997.6.4.355
8. 7
Fundamentals of AR and CSCW
Psychological Aspects
• Users may feel that…
Virtual objects are transported to them
They are transported to a remote place
• Presence and immersion
Physical presence: users experience the virtual stimuli as real
Social presence: the sense of being with another
Self presence: virtual self is experienced as the real self (virtual avatars)
• Engagement
The emotional, cognitive and behavioral connection [1]
Viewing, Interacting/Exploring, Sharing/Creating
• Awareness, Embodiment
Workspace Awareness (WA)
Embodiment: the visual representation of a person’s body in the workspace
• real body, video records, 3D avatar model
[1] S. Attfield, G. Kazai, M. Lalmas, and B. Piwowarski, “Towards a science of user engagement (position paper),” in WSDM Workshop on User Modeling for Web Applications, 2011.
9. 8
Fundamentals of AR and CSCW
Mixed-Space Collaborative Work
• Include any collaborations where users are in multiple shared-spaces
• A space placed at one point on the Reality-Virtuality Continuum
• Benford et al. [1] characterized Shared-Space Technologies
[1] S. Benford, C. Greenhalgh, G. Reynard, C. Brown, and B. Koleva, “Understanding and constructing shared spaces with mixed-reality boundaries,” ACM Transactions on Computer-Human Interaction,
vol. 5, no. 3, pp. 185–223, Sep. 1998.
• Transportation
How much is the user transported (or remoted) to another place?
• Artificiality
What is the degree of artificiality of the shared-space?
• Spatiality
How are the user’s shared-space technology spatially defined?
10. 9
Fundamentals of AR and CSCW
Displays
• Head-Mounted Displays (HMDs)
• Hand-Held Displays (HHDs)
• Spatial displays anchored in the physical environment
• Optical See-through (OST) displays
• Video See-through (VST) displays
• Stereoscopic 3D displays (S3Ds)
11. 10
Fundamentals of AR and CSCW
Interaction Techniques
• Touch Devices
Smartphones or tablets
Speed advantage in 2D interfaces
View is limited by finger occlusion
• Tangible Interface
Graspable interface [1] concept
• VR-HMD (e.g., two handheld controller)
• Gestural Interface
Touch/pen gestures
Mid-air gestures
Eye gestures
• Hybrid Interface
Combining touch, voice, and gesture commands
[1] G. W. Fitzmaurice, “Graspable user interfaces,” Ph.D. dissertation, University of Toronto, Canada, 1996.
12. 11
Fundamentals of AR and CSCW
Multiple Rendering Windows
• Multiple 2D windows
Charts, web pages, 3D windows, and virtual cameras
Private view: manipulate private data
Public view: visible by all
• Multiple 3D windows
Windows that can be resized, moved, rotated, minimized, reopened
Have multiple graphical effects
13. 12
Method
• Selection Process
65 papers related to AR-CSCW
Systematic papers
• IEEE ISMAR: 12 papers, 9 papers from Kim et al.’s survey (2008~2017) [1]
• ACM CSCW: 6 papers, 2008~2018, filtered 1001 papers by keyword
Exploratory, opportunistic search
• Searching Google Scholar
• 32 papers published between 2008 and 2019
• Additional 15 papers before 2008
[1] K. Kim, M. Billinghurst, G. Bruder, H. B.-L. Duh, and G. F. Welch,
“Revisiting trends in augmented reality research: A review of the 2nd decade of ISMAR (2008-2017),” IEEE Transactions on Visualization and Computer Graphics, vol. 24, no. 11, pp. 2947–2962, Nov. 2018.
14. 13
Method
• Taxonomy
Time and space classification (commonly used dimensions to classify CSCW systems)
Aspects of symmetry
• Role Symmetry
• Symmetric: if users are performing the same kind of task
• Asymmetric: if one user is assisting another
• Technology Symmetry
• Symmetric: if users use the same hardware device
• Asymmetric: otherwise
15. 14
Method
• Taxonomy
Output devices
• Cave Automatic Virtual Environment (CAVEs)
• VR-HMDs
• AR-HMDs
• Hand-Held Displays
• Spatial Augmented Reality (SAR) devices
• traditional screens
Input devices
• Hand tracking, tracked controllers, hand mid-air gestures
• Touch
• head gaze/orientation, eye gaze
• Tangible, non-tracked controller
• Speech
• Regular keyboard and mouse
Did not consider other sensory input (audio, haptic)
Cave Automatic Virtual Environment
Spatial Augmented Reality
16. 15
Paper Survey
Quasi-AR Systems
• Not a complete AR system
• Exemplify aspects relevant for full AR systems
[1] S. Benford, C. Greenhalgh, G. Reynard, C. Brown, and B. Koleva, “Understanding and constructing shared spaces with mixed-reality boundaries,” ACM Transactions on Computer-Human Interaction,
vol. 5, no. 3, pp. 185–223, Sep. 1998.
[2] M. Dunleavy, C. Dede, and R. Mitchell, “Affordances and limitations of immersive participatory augmented reality simulations for teaching and learning,” Journal of Science Education and Technology,
vol. 18, no. 1, pp. 7–22, Feb. 2009.
• Virtual theater (Benford et al. [1])
• Mixed-Space Collaborative Work
• A clear example of why presence should be considered in AR-CSCW systems
• Spatially-aware educational system (Dunleavy et al. [2])
• Supports social presence and engagement
• Solving riddles using location-aware smartphones
• Not full AR system (not aligning 3D virtual contents in the 3D space)
17. 16
Paper Survey
Time-Space Collaborative Matrix
• Asynchronous Collaboration
Little work explored
[1] S. Kasahara, V. Heun, A. S. Lee, and H. Ishii, “Second surface: Multi-user spatial collaboration system based on augmented reality,” in Proc. SIGGRAPH. New York: ACM, 2012, p. 1–4.
[2] S. Mora, A. Boron, and M. Divitini, “CroMAR: Mobile augmented reality for supporting reflection on crowd management,” International Journal of Mobile Human Computer Interaction, vol. 4, no. 2, pp. 88-1
01, Apr. 2012.
• Kasahara et al. [1]
• Collaboratively tag an outdoor environment
• Mora et al.’s CroMAR [2]
• Visualize geolocalized tags (e.g., tweets)
18. 17
Paper Survey
Time-Space Collaborative Matrix
• Synchronous Collaboration
[1] S. Nilsson, B. Johansson, and A. Jonsson, “Using AR to support cross-organisational collaboration in dynamic tasks,” in Proc. ISMAR. Los Alamitos: IEEE Computer Society, 2009, pp. 3–12.
[2] E. Prytz, S. Nilsson, and A. Jo ̈nsson, “The importance of eye-contact for collaboration in AR systems,” in Proc. ISMAR. Los Alamitos: IEEE Computer Society, 2010, pp. 119–126.
[3] J. Rekimoto, “Transvision: A hand-held augmented reality system for collaborative design,” in Proc. VSMM, 1996, pp. 85–90.
Co-located collaboration
• Awareness of others is better perceived
• Good communication quality (Nilsson et al. [1] and
Prytz et al. [2])
• Users may want to have physical access to the same
location
• Rekimoto’s system [3]
19. 18
Paper Survey
Time-Space Collaborative Matrix
• Synchronous Collaboration
[1] M. Billinghurst, J. Bowskill, and J. Morphett, “WearCom: A wearable communication space,” in Proc. CVE, vol. 98, 1998.
[2] A. Stafford, W. Piekarski, and B. Thomas,“Implementation of god-like interaction techniques for supporting collaboration between outdoor ar and indoor tabletop users,” in Proc. ISMAR. Los Alamitos: IEEE C
omputer Society, 2006, pp. 165–172.
[3] S. Kim, G. Lee, N. Sakata, and M. Billinghurst, “Improving co-presence with augmented visual communication cues for sharing experience through video conference,” in Proc. ISMAR. IEEE, 2014, pp. 83–92.
[4] S. Gauglitz, C. Lee, M. Turk, and T. Ho ̈llerer, “Integrating the physical environment into mobile remote collaboration,” in Proc. MobileHCI. New York: ACM, 2012, pp. 241–250.
Distributed collaboration
• Awareness is more difficult to provide in a distributed than in a co-located
• Co-workers are not always physically able to be at the same place
• Collaborate remotely
• Pointing cues and annotations allow users to feel together, connected, and facilitate understanding [3].
The first teleconferencing systems to use AR
(Billinghurst et al. [1])
Outdoor users can see objects placed by an indoor user
(Stafford et al. [2])
Navigate in reconstructed world
(Gauglitz et al. [4])
20. 19
Paper Survey
Technology and Role Symmetry
• Technology Asymmetry: users use the different hardware device
[1] O. Oda, C. Elvezio, M. Sukan, S. Feiner, and B. Tversky, “Virtual replicas for remote assistance in virtual and augmented reality,” in Proc. UIST. New York: ACM, 2015, pp. 405–415.
[2] T. Piumsomboon, G. A. Lee, A. Irlitti, B. Ens, B. H. Thomas, and M. Billinghurst, “On the shoulder of the giant: A multi-scale mixed reality collaboration with 360 video sharing and tangible interaction,” in Pro
c. CHI. New York: ACM, 2019, pp. 228:1– 228:17.
[3] T. Piumsomboon, Y. Lee, G. Lee, and M. Billinghurst, “CoVAR: A collaborative virtual and augmented reality system for remote collaboration,” in Proc. SIGGRAPH Asia. New York: ACM, 2017, pp. 3:1–3:2.
[4] S. Thanyadit, P. Punpongsanon, and T. Pong, “ObserVAR: Visual- ization system for observing virtual reality users using augmented reality,” in Proc. ISMAR. Los Alamitos: IEEE Computer Society, Oct. 2019, p
p. 258–268.
Hard to keep spatial coherence because the physical world is visible with AR devices.
Remote collaboration between AR and VR users [2, 3]
Be cautious to the high amount of information that can lead to distraction and cognitive overload
Remote expert (VR or AR) to guide a local AR user with virtual replicas
(Oda et al. [1])
An educational system where multiple students are in a
VR environment, supervised by an AR professor
(Thanyadit et al. [4])
21. 20
Paper Survey
Technology and Role Symmetry
• Technology Symmetry: users use the same hardware device
Sodhi et al. [1]
• AR-HHD + depth cameras
• Allow remote users to point at, annotate, or manipulate virtual objects in the local user’s environment
Nilsson et al. [2]
• crisis agent using an AR-CSCW system to support discussion with each agent having a customized view
[1] R. S. Sodhi, B. R. Jones, D. Forsyth, B. P. Bailey, and G. Maciocci, “BeThere: 3D mobile collaboration with spatial input,” in Proc. CHI. New York: ACM, 2013, pp. 179–188.
[2] S. Nilsson, B. Johansson, and A. Jonsson, “Using AR to support cross-organisational collaboration in dynamic tasks,” in Proc. ISMAR. Los Alamitos: IEEE Computer Society, 2009, pp. 3–12.
22. 21
Paper Survey
Output and Input Devices
• AR Head-Mounted Display (AR-HMD)
Extensively used in the past
Share users’ viewpoint to others
Might be useful in distributed setups
Expensive
Feel uncomfortable
Allows users to have a better discussion (Dong et al. [1])
Faster speed in error detection tasks (Dunston [2])
Input modalities
• Touch, keyboard and mouse are not suitable due to relative position and portability constraints
• Tangible device (tracked stylus pen) [3]
• Combination of VR controller and AR-HMD [4]
• Adding other input devices that provide 2D input [150]
[1] S. Dong, A. H. Behzadan, F. Chen, and V. R. Kamat, “Collaborative visualization of engineering processes using tabletop augmented reality,” Advances in Engineering Software, vol. 55, pp. 45–55, Jan. 2013.
[2] X. Wang and P. S. Dunston, “Comparative effectiveness of mixed reality-based virtual environments in collaborative design,” IEEE Transactions on Systems, Man, and Cybernetics, Part C (Applications and Re
views), vol. 41, no. 3, pp. 284–296, May 2011.
[3] S. Ong and Y. Shen, “A mixed reality environment for collabo- rative product design and development,” CIRP Annals, vol. 58, no. 1, pp. 139–142, 2009.
[4] T. Piumsomboon, Y. Lee, G. Lee, and M. Billinghurst, “CoVAR: A collaborative virtual and augmented reality system for remote collaboration,” in Proc. SIGGRAPH Asia. New York: ACM, 2017, pp. 3:1–3:2.
[5] D. Schmalstieg, A. Fuhrmann, G. Hesina, Z. Szalava ́ri, L. M. Encarnac ̧a ̈o, M. Gervautz, and W. Purgathofer, “The studierstube augmented reality project,” Presence: Teleoperators and Virtual Environments,
vol. 11, no. 1, pp. 33–54, Feb. 2002.
23. 22
Paper Survey
Output and Input Devices
• Hand-Held Display (HHD)
Often used to complement a larger system [1, 2]
Collaborative games [3, 4]
Collision issues (fingers)
[1] H. Benko, E. W. Ishak, and S. Feiner, “Collaborative mixed reality visualization of an archaeological excavation,” in Proc. ISMAR. Los Alamitos: IEEE Computer Society, 2004, pp. 132–140.
[2] A. MacWilliams, C. Sandor, M. Wagner, M. Bauer, G. Klinker, and B. Bruegge, “Herding sheep: Live system development for distributed augmented reality,” in Proc. ISMAR. IEEE, 2003, pp. 123–132.
[3] D.-N. T. Huynh, K. Raveendran, Y. Xu, K. Spreen, and B. MacIn- tyre, “Art of defense: A collaborative handheld augmented reality board game,” in Proc. SIGGRAPH. New York: ACM, 2009, pp. 135–142.
[4] P. Bhattacharyya, R. Nath, Y. Jo, K. Jadhav, and J. Hammer, “Brick: Toward a model for designing synchronous colocated augmented reality games,” in Proc. CHI. New York: ACM, 2019, pp. 323:1– 323:9.
24. 23
Paper Survey
Output and Input Devices
• Spatial Augmented Reality (SAR)
Adding several sensors in a room
Enable mid-air gestures by distinctly tracking each user’s body
[1] T. Pejsa, J. Kantor, H. Benko, E. Ofek, and A. Wilson, “Room2Room: Enabling life-size telepresence in a projected augmented reality environment,” in Proc. CSCW. New York: ACM, 2016, pp. 1716– 1725.
[2] P. Lincoln, G. Welch, A. Nashel, A. Ilie, A. State, and H. Fuchs, “Animatronic shader lamps avatars,” in Proc. ISMAR. Los Alami- tos: IEEE Computer Society, 2009, pp. 27–33.
Bring a remote user into a local user’s SAR space
Pejsa et al. [1]
Remote medical consultation
Lincoln et al. [2]
25. 24
Design Considerations
• Private/Shared Views, and Awareness Cues
Users may need to customize their views based on their role [1]
Awareness cues to indicate each collaborator’s virtual position and orientation [2]
• Distributed Work Using Asymmetrical Technology
Relying on asymmetrical technology (AR-HMD + VR-HMD) makes sense
when there is a strong relationship between the virtual and the real environments in the local space
• Multimodal Interfaces Improve User Experience
Hybrid systems: mix of hardware for both output and input
• Synchronous Workspace Consistency
Indicating which user is remotely manipulating or owning an object
[1] S. Nilsson, B. Johansson, and A. Jonsson, “Using AR to support cross-organisational collaboration in dynamic tasks,” in Proc. ISMAR. Los Alamitos: IEEE Computer Society, 2009, pp. 3–12.
[2] J. S. Roo and M. Hachet, “Towards a hybrid space combining spatial augmented reality and virtual reality,” in Proc. 3DUI. Los Alamitos: IEEE Computer Society, 2017, pp. 195–198.
26. 25
Remaining Research Areas
• Co-Located Awareness in Interactive Environments
Sharing viewpoints and aware other’s views
• Annotation Rendering in Co-Located Settings
Multiple users’ 2D annotations
• Role and Technology Asymmetry in Remote Work
Multiple experts guiding one user
All surveyed papers use an AR-HMD at one endpoint
• Output and Input Devices in Asynchronous Work
Understanding how output device influence the collaboration
How coupling several devices change the creation and consumption of annotations
• Mixed Input Modalities
Hybrid interfaces (AR-HMD + HHD, AR-HMD + PC)
Mapping 2D input with the 3D AR view
• Comparison between AR-HHD, AR-HMD and SAR
27. 26
Collaborative Immersive Analytics (CIA)
• Immersive Analytics
AR can be a medium to support users in their analytical tasks [15, 53, 112]
• AR Collaborative Immersive Analytics (AR-CIA)
Significantly enhance the way people understand 3D data compared to traditional interfaces
• CIA Research Questions
Which AR device or which hybrid interface would be applied?
How to collaborate and discuss with others?
Displaying private or public?
User’s role and effective visualization and interaction techniques
[1] D. Belcher, M. Billinghurst, S. E. Hayes, and R. Stiles, “Using augmented reality for visualizing complex graphs in three dimensions,” in Proc. ISMAR. Los Alamitos: IEEE Computer Society, 2003, pp. 84–93.
[2] N. A. ElSayed, B. H. Thomas, K. Marriott, J. Piantadosi, and R. T. Smith, “Situated analytics: Demonstrating immersive analytical tools with augmented reality,” Journal of Visual Languages & Computing, vol.
36, pp. 13–23, Oct. 2016.
[3] S. Matsutomo, T. Miyauchi, S. Noguchi, and H. Yamashita, “Real-time visualization system of magnetic field utilizing augmented reality technology for education,” IEEE Transactions on Magnetics, vol. 48, no
. 2, pp. 531–534, Feb. 2012.