Through-Walls Collaboration Adviser: Speaker: Date:

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Through-Walls Collaboration
Adviser: Yu-Chiang Li
Speaker: Gung-Shian Lin
Date:2010/04/08
Pervasive Computing, IEEE
Volume 8, Issue 3, July-Sept.
2009 Page(s):42 - 49
南台科技大學
資訊工程系
Outline
1
Introduction
2
Disaster Relief Scenarios
3
4
5
2
Supporting Through-Walls Collaboration
Technologies to Support Through-Walls
Collaboration
Conclusions
1. Introduction
 Through-walls collaboration lets users in the field work in real
time with users indoors who have access to reference materials.
 We use augmented reality (AR), the registration of projected
computer-generated images over a user’s view of the physical
world as a core technology to convey information.
3
2. Disaster Relief Scenarios
 Two immediate actions take place:
 First responders deploy to the affected areas and set up a command-andcontrol center, with people in the field providing information to the
center.
 Control center personnel will use this data to direct resources to the
appropriate places.
4
2. Disaster Relief Scenarios
 Using mobile AR systems, the field operatives can define
annotated regions on the ground, denoting dangerous areas,
completed searches, and areas that require immediate attention.
 Our goals include improving information access, supporting
teamwork, facilitating communications, and allowing greater
manipulation of information in the field.
5
3. Supporting Through-Walls Collaboration
 The through-walls collaboration system has three
major components:
 The indoor visualization control room.
 The outdoor wearable AR system.
 Collaboration between the two.
6
3. Supporting Through-Walls Collaboration
 Indoor System
 The indoor visualization control room leverages our current
ubiquitous workspace investigations with LiveSpaces/HxI.
 Through-walls collaboration requires visualization of realtime information from one or more people in the field.
 The indoor system provides appropriate visualizations to
support situational awareness for control room experts.
7
3. Supporting Through-Walls Collaboration
 Outdoor System
 We built the outdoor wearable AR system around the
Tinmith hardware and software platform
 An important new direction is the inclusion of situated
media.
 In particular, field operatives can vary the level of detail of
our situated media at their own discretion.
8
4. Technologies to Support Through-Walls Collaboration
 Hand of God
 Thomas developed the Hand of God (HOG) system to
present a wide path of communication among indoor
experts and remote users.
9
4. Technologies to Support Through-Walls Collaboration
 Tabletop Collaboration Technologies
10
4. Technologies to Support Through-Walls Collaboration
 Distributive VR /AR
 We plan to employ VR technology to provide an additional
commutation channel for through-walls collaboration.
 We’ve explored the interconnection of outdoor AR systems
with an indoor VR system to achieve simultaneous
collaboration in both domains.
11
4. Technologies to Support Through-Walls Collaboration
 Remote Active Tangible Interactions
 Remote active tangible interactions are enabled by an active
TUI, which is physically duplicated at each unique client.
 The ultimate goal of remote active tangible interactions is
for users to experience remote collaboration with a TUI as if
all participants were in the same place.
12
4. Technologies to Support Through-Walls Collaboration
 Mobile AR X-Ray Vision
13
4. Technologies to Support Through-Walls Collaboration
 Input Devices
 We compared four pointing devices for performing dragand- drop tasks of virtual data while stationary and walking.
• handheld trackball
• wrist-mounted touchpad
• handheld gyroscopic mouse
• Twiddler2 mouse.
14
5. Conclusions
 We continue to build smaller and smaller wearable
AR systems.
 Investigation into tabletop technologies is now a
major research domain and we plan to further our
investigations and leverage the work of other
researchers.
15
南台科技大學
資訊工程系
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