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Augmentation Without Boundaries

The 14th IEEE International Symposium on Mixed and Augmented Reality

MASH'D Oral Session

Please prepare your poster presentation by following Guidelines.

30th September, 10:50-12:30, Room 411-412

Session 1: Meaning

Chair: Julian Stadon

Using Augmented Reality to Promote Homogeneity in Learning Achievement
Jia Zhang, Tzu-Chien Liu, Yao-Ting Sung, Kuo-En Chang

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 effect of Tangible User Interfaces on Cognitive Load in the Creative Design Process
Tilanka Chandrasekera, So-Yeon Yoon

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.

CI-Spy: Designing A Mobile Augmented Reality System for Scaffolding Historical Inquiry Learning
Gurjot Singh, Doug Bowman, David Hicks, David Cline, Todd Ogle, Aaron Johnson, Rosemary Zlokas, Thomas Tucker, Eric Ragan

Historical inquiry involves investigating compelling questions by analyzing historical sources to construct evidence-based accounts of the past. However, teaching students to do history is challenging. This paper discusses the design of CI-Spy, a mobile augmented reality system that explicitly teaches inquiry strategies and engages students to practice the doing of history in an augmented real-world context. As a case study for the design of the application, we de- signed and embedded multiple augmented reality activities within an instructional unit using a local historic site (the Christiansburg Institute, or CI). We conducted a pilot study with elementary students to learn how and to what extent AR technologies can sup- port learning inquiry strategies and processes. After using our system, students demonstrated a greater understanding of inquiry and gained significant insight into the hidden history of CI.

IoT-enhanced and Bidirectionally Interactive Information Visualization for Context-aware Home Energy Savings
Ching-Hu Lu

In recent years, due to deteriorating global warming, there has been increasing attention to home energy savings, which is often a serious and not so interesting task. In this regard, we proposed a playful eco-feedback system with bidirectionally interactive in-formation visualization in the form of a 3D pet-raising game, which synchronously visualizes the information of the physical environment with the virtual environment by leveraging IoT-enabled technologies in hopes of enhancing user experience and prolonging users' engagement in energy savings. The contribution of this study is twofold: (1) The bidirectional mapping be-tween the virtual and physical environments empowers a user with the ability to interact with the energy-saving system in a more flexible and playful way. (2) For reducing human interventions in energy savings, we also incorporate IoT (Internet of Things) enabled smart sockets to allow flexible remote control anywhere and anytime. In addition, integrating context-awareness with the bidirectional mapping in an energy-saving system also enhances the immersive experience of the users.

1st October, 10:20-12:00, Room 411-412

Session 2: Materiality

Chair: Carl Smith

[Invited Talk]
Play as a creative force in urban Mixed and Augmented Realities

Troy Innocent

Urban thinkers look to optimising the design and operation of cities as part of the answer to environmental problems in the anthropocene. Analysing the meshwork of urban spaces and identifying the agency of its systems, particularly its new media ecologies is critical in any intervention into mixed and augmented realities. The city is a complex adaptive system with similarities – and significant differences – to digital networks. Mixed realities create a meshwork that mash both together, opening up new ways of relating to, being and playing in the world. How can this insight into urban space create new ways of engaging with – and creating – the world, especially via play as a creative force; through an imaginative re-engagement with the world, integration of timely information rather than disassociated layers of data and a systemic worldview that presents a mutable, fluid reality.

Augmented "Ouch!". How to create intersubjective augmented objects into which we can bump
Nicola Liberati

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.

The Paranoid Interface
Hugh Davies

This paper explores the rise of paranoid perception. It reasons that in recent years, a distinctly paranoid and conspiratorial understanding of reality has emerged in mainstream society, one that brings opportunities and implications for mixed, alternate and augmented reality experiences, particularly in the realm of games. In discussing paranoia, this paper does not denote clinical paranoia, but rather the widely observed cultural tendency towards conspiracy thinking that has influenced mainstream understandings of reality, and in turn, represents opportunities for hybrid reality experiences. This paper does not aim to explain the reasons behind the presence of paranoid perception or to assess its validity or truth-value, but instead aims to recognise the pervasiveness of the phenomenon and to explore how it is being applied in hybrid reality games.

Can reconstruction of the human body reveal a new transition phase for the human species into a yet to be known living form? Posthumanism and data art: future biomorphic transformations and sculptural reconstruction of the human body.
Anna Nazo

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.

Media, 2nd October, 9:00-10:15, Room 411-412

Session 3: Media

Chair: Ian Gwilt

WildAR: Creating a networked AR system for "in-the-wild" studies
Weiquan Lu, Mandi Jieying Lee, Teong Leong Chuah, Chun Kit Lee, Zheng Yi Lim, Ellen Yi-Luen Do

In this paper, we describe the creation, deployment and validation study of WildAR, a networked AR system that can be used to conduct user studies over long periods of time "in-the-wild", such as in museum settings. By combining four components: an AR game platform for implicit scaffolding of interactions, a web-based platform editor for real-time control of experiment variables, an automated participatory sensing system through smartphone sensors feeding back to an online database, and virtual experiment scene re-creation in VR using the data from the sensors, WildAR enables researchers to conduct user studies in museums efficiently and effectively.

Metadata Design for Location-based Film Experience in Augmented Places
Hyerim Park, Woontack Woo

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.

Handling, Addition and Snipping Human Interface: HASHI
Kazuya G. Kobayashi, Akira Moriwaki, Chiaki Shimada, Katsutoshi Ootsubo

For a digital clay modeling, AR technique is applied with highly cost-performed devices; web camera, print-out markers, and a pair of chopsticks, or "hashi" in Japanese. A user can build up a particle-based model by HASHI from scratch.

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