Please prepare your poster presentation by following Guidelines.
Tactile sense is a media and has been of interest to Engineering, Arts, Design, etc. We have proposed Tactile Score, which is a novel method for describing tactile sense referred to as the notation system of music scores, and we have investigated design principle of composing tactile senses. We propose a method for retransforming from Tactile Score to tactile sense by using haptic sound vibrations, SENSONIC = sense + sonic. We apply SENSONIC technology to a beauty device, which produces haptic sound vibrations (SENSONIC) translated from a Tactile score of massage for beauty treatment.
This article describes our initial experimental results more about how shadow cues on real space impact an individual’s ability to perceive the depth of objects in a 3D stereoscopic environment. During the course of developing direct touch interaction systems, we found that it was consistently difficult to control depth perception. We observed that users often had problems identifying the 3D location of virtual objects in binocular stereo vision, resulting in failure to touch the virtual object. To address this limitation, we developed and explored a technique to generate shadows in real space. The shadows of virtual objects were artificially generated and projected onto the floor of real space corresponding to the 3D locations of virtual objects. This setting was tested to evaluate whether these shadows improved an individual’s ability to perceive the depth of virtual objects. The effectiveness of the proposed method is herein discussed with the results.
This paper suggests a novel and interactive system for three dimensional games in mixed and augmented reality (MAR). The proposed system allows a user to interact with 3D virtual objects with accuracy by locating a source of light using simple light detecting algorithms. From our pilot study, our tangible system proved to be highly usable and beneficial for 3D MAR gameplay with inexpensive accompanying equipment. Here, we provide implementation details, present results from a pilot study, and outline future directions.
Currently, each medical discipline involved in assessing motor disorders in various patient groups is using subjectively scored clinical tests, qualitative video analysis, or cumbersome marker-based motion capturing. This extended abstract investigates the potential of a serious game implemented as Augmented Reality (AR) application to facilitate objective, quantitative and valid measures of the factors contributing to upper extremity motor dysfunction. First, the design process of the game and the system architecture of the AR framework are described. Second, a study about game engagement is presented based on an experiment we conducted with eight healthy people (aged between 52-79). The results of the study show that there is potential for engagement, but the usability needs to be improved before it can emerge.
We present a Markerless 3D Augmented Reality Application for virtual accessory try-on applications around human arm. The system is based on a Kinect sensor and a multi-layer rendering framework to render RGB, depth data and 3D model of accessories simultaneously. The aim is to support realistic visualization of virtual objects around human arm, by detecting wrist pose and handling occlusion for various interactive marketing and retail applications, such as virtual watch try-on.
Augmented Reality not only extends our perceiving and thinking of the world, but also provides new experience in enjoying entertainment contents as the new media. Still, most researches have focused on retrieving multimedia contents on AR platform, considering few contexts and less contemplated how to present contents and provide novel experience to people. Therefore, we design Location-based Film Experience in augmented place, to suggest the new way of providing multimedia contents on AR platform. For this service, comprehensive context awareness is the most important factor. It is possible when the system collects and analyzes various data from distributed computing recourses and infers the context of users and related objects. In this respect, it is essential to standardize and formulate metadata schema and we propose 5W1H metadata schema for context-aware multimedia service on AR platform in ubiquitous computing environment. The proposed 5W1H metadata schema helps users experience the retrieved video clips in places where they were filmed. People can watch a video clip where it is filmed and experience the real world as the background of the scene. We expect such place-aware AR services provide new ways of enjoying various videos as well as films and TV dramas.
The aim of this work is to provide the elements to design an intersubjective augmented reality in order to make the augmented objects part of our everyday world. This work will analyse intersubjectivity from a phenomenological point of view using the works by Husserl and Schutz. Thanks to these two authors it will be possible to understand how our intersubjective world is constituted by highlighting its constitutive elements. Therefore, it will be possible to make the inverse process and to create an intersubjective augmented world. While phenomenology starts from an intersubjective world and it analyses how such an intersubjectivity it is possible, this work will start from the constitutive elements of intersubjectivity in order to apply them in augmented reality and to create an intersubjective augmented world. This work will be divided in two main parts. The first part of the work will focus on intersubjectivity from a phenomenological point of view and the second part will focus on the application of these elements on augmented reality. It will show how it is mandatory to create objects which could make us scream ``Ouch!'' while bumping into them and augmented presences which resist to us.
My research focus is on posthumanism: future biomorphic transformations and sculptural reconstruction of the human body. I work with digital–physical sculpture, data art, performance and contemporary technology and materials, such as 3D printing, attempting to reveal the future through bridging art, science, design and technology. My work investigates a presently topical discourse on the aspects of posthumanism theories, such as bioengineering, gender issues and outer space exploration. Philosophically, I lean on posthumanism theories, uncovered by Wolfe, Wennemann, Hayles, et al. I further these ideas into sculptural surfaces, enmeshing future skin concept and biomorphic transformations of the skin based on the data from the human body. Current research will result in a series of 3D printed sculptures, created in a data accurate approach—a visualisation of human's personal data, uncovering of philosophy, ethics and aesthetics of new medium—technology.
The issue of individual differences among learners has thus far received the most attention from education researchers. Many teachers strive to develop a learning strategy with significant effect on the majority of learners. Through literature analysis, this study found that not only could Augmented Reality (AR) improve learning effectiveness, it could also reduce the impact of individual differences on learning outcomes. Therefore, this study designed a set of AR-aided teaching systems to help teachers supplement curriculum content using AR. Sixty-six participants from elementary schools were involved in this study. The results confirmed that AR can help learners to achieve better learning outcomes, and can effectively improve learning achievement in non-high-scoring groups, enabling them to perform closer to those in high-scoring groups and reducing the gap in overall learning level. This study also discovered that technological barriers could reduce the benefits of AR in teaching contexts. Authoring tools with low operating thresholds are valuable for AR-aided teaching systems.
The aim of the study is to investigate how Graphical User Interfaces (GUI) and Tangible User Interfaces (TUI) affect the creative design process in design education through cognitive load. A simple design problem was introduced to 30 design students in two groups. One group was provided with a TUI that was operationalized through a Desktop Augmented Reality Environment (AR) the other group was provided with a GUI that was operationalized through a Desktop Virtual Reality Environment (VR). After using the two systems the cognitive load of each interface was measure through the NASA TLX tool. Theories from cognitive psychology, information sciences, and design cognition were combined to provide an explanatory mechanism of how these media types affect the design process. The results indicate that epistemic action in TUI’s such as AR interfaces reduces cognitive load thereby reducing fixation in the design process and enhancing the creative design process.