Featunring Augmented Reality under Water and Playing on AREEF, Evaluation of an Underwater Augmented Reality Game for Kids
Video of the talk at: https://youtu.be/sTiX95DGgTM
Presented at a public engagement event at Wicksteed Part, Uk as part of British Science Week. Discussed two projects junkbots and VR in environmental teaching.
Mobile augmented reality with audio Supporting fieldwork of Cultural Sciences...Fred de Vries
Presentation at the InSuEdu 2012 workshop, SEFM 2012, 1 October 2012, Thessaloniki. In this presentation the use of augmented reality with a smartphone for fieldwork of Cultural Sciences students is discussed based on two pilots in Florence. A tool named ARLearn developed to support different learning in different contexts using the multimedia capabilities and location based service on smartphones. In the pilots assignments were given in spoken messages and students collected notes by recording their own voice and taking pictures of artifacts in Florence. The use of the tool for fieldwork helped students with systematical collection of data for their essay. The educational design and ARLearn toolkit is developed further to enable individual fieldwork students and other educational scenarios.
EGC Presentation at NMC 2010 SymposiumBrett Bixler
Penn State is taking a serious look at the educational possibilities of games, virtual worlds, and simulations. This session presented the trials and tribulations of building the Educational Gaming Commons (EGC) at Penn State, from the initial need expressed by faculty to the construction of a state-of-the-art research lab.
Now in its second year, the EGC is building “open” games for faculty, sponsoring research in virtual worlds, and assisting
departments in simulation construction. How did we do it? Examples of current work,
infrastructure of the EGC and EGC Lab, ongoing initiatives, and future directions were shared.
Brett Bixler, Pennsylvania State University
Andrew Baker_Supporting Science and Education With Flexible Cloud-Based Solut...Andrew Baker
Presentation given to "ICT in Schools" evening held at the Waite Laboratories on 24th May 2016. During the 2-hour session, ICTiS and SMiS partnerships, registered teachers and STEM professionals delved into computational thinking and technology resources for STEM education. This aim was to connect people and ideas in STEM education by showcasing ICTiS partnerships and hands-on technology.
Please feel free to download the presentation.
Practical findings from 10 West Midlands Museums. What digital interactives could the smaller museums of the West Midlands build for the tiny budgets. Spoiler: Touchscreens, VR photo tours, Interactive Games and Babbling Beast Audio Guides.
Tutorials available here:
http://johnsear.com/diy-museum-tutorials/
MW2014 - Gallery One, The First Year: Sustainability, Evaluation Process, Jane Alexander
The Cleveland Museum of Art created Gallery One to build audiences by providing a fun and engaging environment for visitors with all levels of knowledge about art. Gallery One opened to the public, January 21, 2103 This session will address the three questions most frequently asked by colleagues: 1) Is the concept behind Gallery One working? We will take a look at the inaugural year of Gallery One. We will discuss gaming & playful experiences through the Gallery One Lenses. We will take a closer look at the ArtLens iPad app and share the museum's findings, including the audience research team's immersive study involving observations and intercept interviews with visitors. In addition, we will review analytics of the interactives, including the iPad app's onsite vs. offsite visitor experience, and discuss how the Collection Wall and ArtLens app are being utilized by visitors as tools for discovery and for creating new pathways through the museum's collections. 2) How can the museum sustain Gallery One? We will address the museum's digital media strategy, including 1) how the backend systems and staff workflows have been adjusted to maintain the "big data," and 2) support for operating costs, from content development to hardware. We will also speak to new content development strategies for the iPad app that ensure as many objects as possible have rich media interpretation. 3) What are the next steps? What is Gallery One 2.0? - We will discuss plans for refreshed art installations and interactive technology in Gallery One. We will demonstrate the museum's new ArtLens for iPhone and Android. We will also share our process in adapting the iPad app functionality and content to the smaller device. And we will show how the Collections Wall is being leveraged to promote major exhibitions, and as a tool for gauging visitor interest in themes under development for permanent collection installations, exhibitions, and educational program development
GPS-Triggered Location-Based Technologies at Parks Canada: The Explora Projectmuseums and the web
A presentation at Museums and the Web 2009.
Morag Hutcheson, Parks Canada, Canada
Tamara Tarasoff, Parks Canada, Canada
Christophe Rhin, Camineo, France
Handheld GPS-triggered location-based devices seem ideal for outdoor heritage sites. In this age of economic strain, they may be able to attract new audiences and draw existing audiences to return more often. But what do we really know about how these devices impact visitor experience and learning? Which segments of our audience do they actually appeal to? Can heritage institutions with limited financial and human resources develop these types of projects sustainably? To find out, between November 2007 and July 2008, Parks Canada staff developed and launched three handheld GPS-triggered tours. The process of developing the tours was monitored closely throughout the 8-month development period, and feedback gathered from team members and other staff. Then during the two-month pilot period, over 1000 visitors used the devices; regular feedback was provided by both users and staff.
The project had many positive outcomes, including recommendations for streamlining the development process and product delivery, a better understanding of the target audience, and suggestions for improving the usability and effectiveness of the devices.
Session: Location-Aware Services [Technology]
Presented at a public engagement event at Wicksteed Part, Uk as part of British Science Week. Discussed two projects junkbots and VR in environmental teaching.
Mobile augmented reality with audio Supporting fieldwork of Cultural Sciences...Fred de Vries
Presentation at the InSuEdu 2012 workshop, SEFM 2012, 1 October 2012, Thessaloniki. In this presentation the use of augmented reality with a smartphone for fieldwork of Cultural Sciences students is discussed based on two pilots in Florence. A tool named ARLearn developed to support different learning in different contexts using the multimedia capabilities and location based service on smartphones. In the pilots assignments were given in spoken messages and students collected notes by recording their own voice and taking pictures of artifacts in Florence. The use of the tool for fieldwork helped students with systematical collection of data for their essay. The educational design and ARLearn toolkit is developed further to enable individual fieldwork students and other educational scenarios.
EGC Presentation at NMC 2010 SymposiumBrett Bixler
Penn State is taking a serious look at the educational possibilities of games, virtual worlds, and simulations. This session presented the trials and tribulations of building the Educational Gaming Commons (EGC) at Penn State, from the initial need expressed by faculty to the construction of a state-of-the-art research lab.
Now in its second year, the EGC is building “open” games for faculty, sponsoring research in virtual worlds, and assisting
departments in simulation construction. How did we do it? Examples of current work,
infrastructure of the EGC and EGC Lab, ongoing initiatives, and future directions were shared.
Brett Bixler, Pennsylvania State University
Andrew Baker_Supporting Science and Education With Flexible Cloud-Based Solut...Andrew Baker
Presentation given to "ICT in Schools" evening held at the Waite Laboratories on 24th May 2016. During the 2-hour session, ICTiS and SMiS partnerships, registered teachers and STEM professionals delved into computational thinking and technology resources for STEM education. This aim was to connect people and ideas in STEM education by showcasing ICTiS partnerships and hands-on technology.
Please feel free to download the presentation.
Practical findings from 10 West Midlands Museums. What digital interactives could the smaller museums of the West Midlands build for the tiny budgets. Spoiler: Touchscreens, VR photo tours, Interactive Games and Babbling Beast Audio Guides.
Tutorials available here:
http://johnsear.com/diy-museum-tutorials/
MW2014 - Gallery One, The First Year: Sustainability, Evaluation Process, Jane Alexander
The Cleveland Museum of Art created Gallery One to build audiences by providing a fun and engaging environment for visitors with all levels of knowledge about art. Gallery One opened to the public, January 21, 2103 This session will address the three questions most frequently asked by colleagues: 1) Is the concept behind Gallery One working? We will take a look at the inaugural year of Gallery One. We will discuss gaming & playful experiences through the Gallery One Lenses. We will take a closer look at the ArtLens iPad app and share the museum's findings, including the audience research team's immersive study involving observations and intercept interviews with visitors. In addition, we will review analytics of the interactives, including the iPad app's onsite vs. offsite visitor experience, and discuss how the Collection Wall and ArtLens app are being utilized by visitors as tools for discovery and for creating new pathways through the museum's collections. 2) How can the museum sustain Gallery One? We will address the museum's digital media strategy, including 1) how the backend systems and staff workflows have been adjusted to maintain the "big data," and 2) support for operating costs, from content development to hardware. We will also speak to new content development strategies for the iPad app that ensure as many objects as possible have rich media interpretation. 3) What are the next steps? What is Gallery One 2.0? - We will discuss plans for refreshed art installations and interactive technology in Gallery One. We will demonstrate the museum's new ArtLens for iPhone and Android. We will also share our process in adapting the iPad app functionality and content to the smaller device. And we will show how the Collections Wall is being leveraged to promote major exhibitions, and as a tool for gauging visitor interest in themes under development for permanent collection installations, exhibitions, and educational program development
GPS-Triggered Location-Based Technologies at Parks Canada: The Explora Projectmuseums and the web
A presentation at Museums and the Web 2009.
Morag Hutcheson, Parks Canada, Canada
Tamara Tarasoff, Parks Canada, Canada
Christophe Rhin, Camineo, France
Handheld GPS-triggered location-based devices seem ideal for outdoor heritage sites. In this age of economic strain, they may be able to attract new audiences and draw existing audiences to return more often. But what do we really know about how these devices impact visitor experience and learning? Which segments of our audience do they actually appeal to? Can heritage institutions with limited financial and human resources develop these types of projects sustainably? To find out, between November 2007 and July 2008, Parks Canada staff developed and launched three handheld GPS-triggered tours. The process of developing the tours was monitored closely throughout the 8-month development period, and feedback gathered from team members and other staff. Then during the two-month pilot period, over 1000 visitors used the devices; regular feedback was provided by both users and staff.
The project had many positive outcomes, including recommendations for streamlining the development process and product delivery, a better understanding of the target audience, and suggestions for improving the usability and effectiveness of the devices.
Session: Location-Aware Services [Technology]
This session will demonstrate Simple Aerial Photography Mapping with Balloons or Kites. Aerial photomaps can be very useful for EWB teams for their projects and the communities they work with. Example applications include:
Community Planning
Site Planning
Land boundary adjudication
Agricultural planning
Ecological evaluations such as counting species, map mapping vegetation and habitat, etc
Document changes such as cutting of rain forest, clearing of land, etc.
Weather permitting, we'll meet outside and discuss how to do the mapping, covering what's needed to take the photos and use software to stitch them together into a single georegistered photomap. We'll fly kites or balloons to take pictures and afterwards make and share the map. We'll briefly discuss advanced topics including integration of gps data, dual-camera based multispectral imagery, 3-D Digital Elevation Models, UAVs and automated image processing.
Learning outcomes - Empower teams to make their own detailed photomaps with current conditions:
Select equipment for photomapping
Plan a safe photomapping session
Use kites or balloons to take aerial photos
Use free web-based software to stitch them together into a single georeferenced photomap
Provide references and links to on-line tools and community of users
Designing High Impact Acoustics Apps for Cross-Species Communication ResearchSerge Masse
Designing high impact acoustics apps for cross-species communication research, principally Android apps for underwater whistles emission and recognition with free dolphins
Introduction to Simple Aerial Photomapping with Balloons, Kites or other platforms (Unmanned Aerial Vehicles (UAVs), Radio Controlled (R/C) or piloted aircraft)
AMIA: Examining AV Enterprise at a Regional Academic ArchiveJessica Breiman
Presentation delivered by University of Utah AV archivists at the Association of Moving Image Archivists conference 2015
Jessica Breiman
Tawnya Keller
Molly Rose Steed
Elderly people are not confident in using new technology, unless being taught how to properly.. Step by step
Elderly people are comfortable using basic technology/functions
As a whole, elderly people struggled to use technology without guidance
Designing Compelling AR and VR Experiences: A workshop taught by Mark Billinghurst and Zi Siang See on October 16th 2016 as part of the VSMM 2016 conference. Teaching how to use the ENTiTi and Wikitude Platforms for developing AR and VR experiences.
Mein Überblicks-Vortrag zum Thema Metaverse, gehalten auf dem Roundtable Metaverse 3 des Bitkom am 28.04.22, https://www.bitkom.org/Themen/Technologien-Software/Metaverse/Veranstaltungen/Roundtable-3
This session will demonstrate Simple Aerial Photography Mapping with Balloons or Kites. Aerial photomaps can be very useful for EWB teams for their projects and the communities they work with. Example applications include:
Community Planning
Site Planning
Land boundary adjudication
Agricultural planning
Ecological evaluations such as counting species, map mapping vegetation and habitat, etc
Document changes such as cutting of rain forest, clearing of land, etc.
Weather permitting, we'll meet outside and discuss how to do the mapping, covering what's needed to take the photos and use software to stitch them together into a single georegistered photomap. We'll fly kites or balloons to take pictures and afterwards make and share the map. We'll briefly discuss advanced topics including integration of gps data, dual-camera based multispectral imagery, 3-D Digital Elevation Models, UAVs and automated image processing.
Learning outcomes - Empower teams to make their own detailed photomaps with current conditions:
Select equipment for photomapping
Plan a safe photomapping session
Use kites or balloons to take aerial photos
Use free web-based software to stitch them together into a single georeferenced photomap
Provide references and links to on-line tools and community of users
Designing High Impact Acoustics Apps for Cross-Species Communication ResearchSerge Masse
Designing high impact acoustics apps for cross-species communication research, principally Android apps for underwater whistles emission and recognition with free dolphins
Introduction to Simple Aerial Photomapping with Balloons, Kites or other platforms (Unmanned Aerial Vehicles (UAVs), Radio Controlled (R/C) or piloted aircraft)
AMIA: Examining AV Enterprise at a Regional Academic ArchiveJessica Breiman
Presentation delivered by University of Utah AV archivists at the Association of Moving Image Archivists conference 2015
Jessica Breiman
Tawnya Keller
Molly Rose Steed
Elderly people are not confident in using new technology, unless being taught how to properly.. Step by step
Elderly people are comfortable using basic technology/functions
As a whole, elderly people struggled to use technology without guidance
Designing Compelling AR and VR Experiences: A workshop taught by Mark Billinghurst and Zi Siang See on October 16th 2016 as part of the VSMM 2016 conference. Teaching how to use the ENTiTi and Wikitude Platforms for developing AR and VR experiences.
Similar to Underwater AR talk at WaterHCI 2021 (20)
Mein Überblicks-Vortrag zum Thema Metaverse, gehalten auf dem Roundtable Metaverse 3 des Bitkom am 28.04.22, https://www.bitkom.org/Themen/Technologien-Software/Metaverse/Veranstaltungen/Roundtable-3
Keynote auf der 1. Fachkongress Digitale Transformation im Lebenszyklus der Verkehrsinfrastruktur an der TAE, Technische Akademie Esslingen, am 30.06.2021
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1. Evaluation of an Underwater
Augmented Reality Game for Kids
Leif Oppermann, Lisa Blum, Marius Shekow
Presented at WaterHCI 9th December 2021
Talk with videos: https://youtu.be/sTiX95DGgTM
Originally presented at Mobile HCI
8th September 2016, Florence
Presented by:
Leif Oppermann
4. Underwater Augmented Reality: R&D Trends
• WetPC - the 1st underwater PC: no tracking, no AR
• Virtual Oceanarium - the largest simulated underwater
world representing the oceanarium of Lisbon, Portugal
• SeaSlate - tablet-PC in waterproof case: GPS-connection
for tracking, but no AR
• Tryton by VirtualDive - Monitor on swimming pool‘s wall,
PC connected but outside: haptic effect, but no mobility
support & no AR
• FIT Underwater AR - mobile setup, tracking support
1993
WetPC
2003
SeaSlate
2008
Tryton
2000
Virtual
Ocea-
narium
2008/09
FIT UWAR
5. Related work
• Tracking objects in a pool
• Simoncelli et al.: cleaning robot
• Eskinja et al. Used sonar tracking
• Carreras et al. Used optical tracking
• HCI examples
• Blum et al.: UWAR game
• Pell and Müller: artistic installation
• Von Lucas et al: improve ROV navigation
• Raffe et al: Interaction categorisation across six
degrees of water contact
6
6. Underwater Augmented Reality
• First prototype in a mask by FIT in 2008/2009
• Tangible aspect of the water changed perception
• Challenged underlying assumption about AR
• A game with fish and treasures
• Student work of Lisa Blum
• Worldwide attention
• Many dive magazines
• 3rd prize at Siggraph 2009 student competition for
Lisa (out of 625 submissions)
• Featured by Canadian Discovery Channel
https://www.fit.fraunhofer.de/en/business-areas/cooperation-systems/projects/underwater-ar.html
https://www.youtube.com/watch?v=0sQobGBTzhs
7
8. AREEF Project Overview
• Title: AREEF – Augmented Reality for
Water-based Entertainment, Education
and Fun
• Goal: Development of Underwater AR Experiences
deployable in Water Parks
• Duration: 2010.12.1 ~ 2013.11.30 (3 years)
• Consortium:
• Lead: Fraunhofer FIT (Germany)
• Participant: EUMTECH Co., Ltd. (Korea)
• Subcontract: UD4M (Korea), Trubicon (Germany)
• Funded through Korea Institute for Advancement of
Technology (KIAT)
• First KIAT/MKE-funded project with European
lead organization
9. AREEF Mission Statement from 2010
• Water is a fascinating medium
• Mission: Develop Fascinating Underwater AR Experiences
• All prior Augmented Reality has been staged in the medium air
• Bring computer games and entertainment applications
from desktop to mobile underwater using augmented reality technology
• Be the first to do that!
10
10. AREEF System Overview from Project Plan
11
Unity 3D
Vuforia
Galaxy
Tab 10.1
+
Nexus 10
Research Research
11. Hardware Development – Waterproof Case
• Year 1: Metal Case, 26 bolts
• Very robust custom design
• Touch improvements
• Single player game
• Year 2: Metal & Plastic
• Easy lock and unlock
• Light-weight (60% reduction)
• Better WiFi reception
• Year 3: Production for user-tests
• Refined locking
• Adaptation for changed hardware
• Multiple units for user-tests
• Wireless charging prototype
12
Year 1 case
Year 2 case
Year 3 case
14. Final AREEF System Overview
15
Envisioned setup Actual setup Base station, Nexus 10
Alu-Dibond markers
105 x 70 cm
Example scenery on
base station and island
15. Application Walk-Through
16
Register player name Find the Orca Orca has task: find 3 fish
Catch fish by aiming All fish caught Find the lobster
Lobster explains task Clean trash by sweeping Find the turtle
17. User Evaluation
• (Why) Determine whether the implementation
• Allows players to successfully and safely finish the
game, with a sense of satisfaction
• Discover problems and challenges that need to be
addressed in future versions
• (What) User-centered evaluation: testing and
collecting feedback for the game
• Under real conditions (swimming pool)
• With real players (children, 7-12 years old)
18
18. User Evaluation
• Collect qualitative and quantitative evidence
• Design evaluation procedure (who does what, when),
for team of up to 5 researchers
• Extend game implementation with logging
functionality (data collection)
• Procedure
• One hour timeslot for 3 children
• Welcome and introduction
• Playing game
• Interview
• Present
• Chronology
• Pilot evaluation, Darmstadt/Germany, 3 children
• Campaign to organize players
• Main evaluation in Siegburg/Germany, 36 children
19
19. User Evaluation Part 1: Pilot Study
• At Bessunger Bad, Darmstadt
• 30 September 2013
• Three Children, age 10
• Pool area ~ 10 x 2 x 1.3m
• Test feasibility
• Application
• Evaluation procedure
• Establish routine
• Led to minor refinements
• Made cleaning task easier
• Marker distance
20
20. User Evaluation Part 2: Main Study
• At Oktopus, Siegburg
• 22-31 October 2013
• 36 children, aged 7-12
• Pool area ~ 8 x 8 x 1.1m
• Collect evidence on
• If children like it
• How they play it
• Market fitness
21
21. User Evaluation
• (How) Mixed Approach
• Observation logs
• Questionnaire
• System logs
• Video
22
Data
collection
Device logging
Observations
Questionnaire
22. Results
• Novelty Factor
• Children had not seen anything like this before
• Tracking worked
• No real issues with standard Vuforia
• Keep the challenges simple
• Difficulties of tasks were generally well matched
• The more complicated ones caused more frustration
• Be very obvious
• If it is not clear, it will cause confusion
• We only used touch-input for text-entry
• Game used aiming, still some tried touching
23
23. Results
• Marker Distance
• Marker size and water depth are related
• 60-70 cm diameter (short side) was good
• Smaller kids play in shallower water
• Provide for that (maybe smaller markers)
• Water Current
• Fountains and vents provide a flow of water
• Might not be able to turn off
• Adjacent pool areas might need it
• Affects small children and markers
24
24. Results
• Game event logging on device
• All to time-stamped JSON-file
• Start & end of each mission
• Completion & cancellation of sub-tasks
• Tracking of island markers
• Log parsing analysis
• Automatic creation of diagrams
• Useful for eye-balling the data
• Cross-checking with questionaire responses
26. Results
• Speed
• Paul 1 faster on first mission
• Paul 2 fastest on second mission (cleaning)
• Did it in 2 mins
• Only lost tracking / caught air once
• Clarity
• Second mission was unclear to Paul 1
• Pushing trash over the edge of the island
• Tried again and again
• Breath
• Cnt. tracking of 2 mins
• Head above water
27
27. Results
• Graphics well done
• Fabian just stayed longer (stated in interview)
• Persistence vs. Frustration
• Markus only caught first fish on 73rd (!) attempt
28. Discussion
• General
• Overwhelmingly positive feedback
• Catching fish is favored by most children
0 0 1
11
24
0
10
20
30
1 2 3 4 5
1=Bad system, 5=Great system
How do you like
the AREEF system?
35
1
0
10
20
30
40
Yes Maybe No
Would you like to rent
an AREEF system if it
was available?
26
3
7
Which quest did you
enjoy most?
Catching
fish
Cleaning
trash
Treasure
box
29. Discussion
• Waterproof case
• Considered slightly too heavy
• Improvement: make it floating on water surface
• Generally worked well
1 1
16 16
2
0
5
10
15
20
-2 -1 0 1 2
-2 = Too light-weight, 0 = Good, 2 =
Too heavy
How was the weight of
the tablet device in
the case?
0
2
8 9
17
0
5
10
15
20
1 2 3 4 5
1 = Bad handling, 5 = Good handling
How was the handling
of the case?
30. Discussion
• Positive reception by kids, swimming pool director
and TV report
• Lessons learned
• Swimming pool installation needs to consider water depth
and water fountains
• Future wishes
• More virtual scenery (11)
• Longer play time (5) (30-90 minutes)
• Other themes (6)
• Smaller and lighter case (4)
31. Discussion
• Anecdote from observing father
• Son was usually afraid of being under water
• Not so with the game, dove happily and well
• The father was very pleased about this
• Did the game take his anxiety?
• Could this be designed for, like in VR?
32. Upshot
• Underwater AR apps can be done
• Standard tracking is good enough
• Scenic content was appreciated
• This is where most of the work is
• Waterproof
• Waterproof devices are not enough
• Even if iPhone 7 ;-)
• Tested also Sony Xperia Tablet Z
• If touch is required, normal touchscreens
need special shielding to not have random presses
• Casing protects device and environment
• Should allow wireless charging
33
33. Upshot
• Children and pool operators like it
• Missions should be simple and clear
• Physical movement not a problem
• Could this be model for spicing up old pools?
34