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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
Contents
• Overview of the paper
• Introduction
• Fundamentals of AR and CSCW
• Methods & Paper Survey
• Design Consideration
• Remaining Research Areas
• Collaborative Immersive Analytics
• Limitation
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
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
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
5
Fundamentals of AR and CSCW
Augmented
Reality
Psychological
Aspects
Mixed-Space
Collaborative
Work
Interaction
Techniques
Multiple
Rendering
Windows
Displays
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
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.
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?
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)
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.
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
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.
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
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
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)
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)
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]
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])
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])
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.
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.
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.
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]
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.
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
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.
27
Limitations
• Classification might not entirely reflect the real breadth and depth of the literature
• Design considerations may be incomplete
Thank you
Any questions?

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[Seminar] 20210108 Seunghyeong Choe

  • 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.
  • 28. 27 Limitations • Classification might not entirely reflect the real breadth and depth of the literature • Design considerations may be incomplete