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