Co-presence in Mixed Reality-Mediated Collaborative Design Space

Author(s):  
Xiangyu Wang ◽  
Rui Wang
Author(s):  
Richard Wetzel ◽  
Tom Rodden ◽  
Steve Benford

Mixed reality games (MRGs) encompass a variety of gaming genres such as pervasive games, location-based games, and augmented reality games. They enrich the physical world with technology to create new and exciting possibilities for games – but at the same time introduce new challenges. In order to make the vast design space of MRGs easily accessible we have developed our Mixed Reality Game Cards. These are a deck of ideation cards that synthesize design knowledge about MRGs and enable collaborative design in a playful manner. In this paper, we describe the iterative development of the Mixed Reality Game Cards over the course of six studies. The final version of the cards constitutes a helpful tool for future designers of MRGs both for rapid idea generation as well as for more in-depth idea development. We achieve this by utilizing different types of domain-specific cards (Opportunities, Questions, Challenges) as well as promoting the inclusion of domain-extrinsic Theme cards and suggesting different rules for interacting with the cards.


2021 ◽  
Vol 21 (1) ◽  
Author(s):  
Iza Marfisi-Schottman ◽  
Sofiane Touel ◽  
Sébastien George

Fractions are one of the most complex and challenging notions for children and can often lead to frustration and a revulsion for mathematics in general. In this article, we present the Magic Cauldron, a Mixed Reality (MR) application, designed to help children apprehend fractions in a fun and interactive way. The proposed solution is a digital extension to a board game, called the Potion Workshop that is used to introduce fractions in more than 2000 schools in France. We put together a team, composed of the mathematics didacticians who designed the Potion Workshop, several teachers who use this game in their class, a multimedia designer and computer scientists, in order to create a MR game that would tackle several of the key notions that are still hard to grasp. In this article, we present the Design-Based method followed by this team. It offers insights on how to implicate non-computer scientists in the design of complex custom MR interactions. Through several cycles of collaborative design, involving three teachers and their students and the development of three prototypes, this method allowed us to produce a truly original MR application.


Author(s):  
Pedro Santos ◽  
André Stork ◽  
Thomas Gierlinger ◽  
Alain Pagani ◽  
Bruno Araújo ◽  
...  

Author(s):  
Beth Allen

Abstract This paper considers the possibility for aggregation of preferences in engineering design. Arrow’s Impossibility Theorem applies to the aggregation of individuals’ (ordinal) preferences defined over a finite number of alternative designs. However, when the design space is infinite and when all individuals have monotone preferences or have von Neumann-Morgenstern (cardinal) utilities defined over lotteries, possibility results are available. Alternative axiomatic frameworks lead to additional aggregation procedures for cardinal utilities. For these results about collaborative design, aggregation occurs with respect to decision makers and not attributes, although some of the possibility results preserve additive separability in attributes.


2021 ◽  
Author(s):  
Antoni Viros-i-Martin ◽  
Daniel Selva

Abstract This paper presents a framework to describe and explain human-machine collaborative design focusing on Design Space Exploration (DSE), which is a popular method used in the early design of complex systems with roots in the well-known design as exploration paradigm. The human designer and a cognitive design assistant are both modeled as intelligent agents, with an internal state (e.g., motivation, cognitive workload), a knowledge state (separated in domain, design process, and problem specific knowledge), an estimated state of the world (i.e., status of the design task) and of the other agent, a hierarchy of goals (short-term and long-term, design and learning goals) and a set of long-term attributes (e.g., Kirton’s Adaption-Innovation inventory style, risk aversion). The framework emphasizes the relation between design goals and learning goals in DSE, as previously highlighted in the literature (e.g., Concept-Knowledge theory, LinD model) and builds upon the theory of common ground from human-computer interaction (e.g., shared goals, plans, attention) as a building block to develop successful assistants and interactions. Recent studies in human-AI collaborative DSE are reviewed from the lens of the proposed framework, and some new research questions are identified. This framework can help advance the theory of human-AI collaborative design by helping design researchers build promising hypotheses, and design studies to test these hypotheses that consider most relevant factors.


2012 ◽  
Vol 134 (7) ◽  
Author(s):  
David W. Shahan ◽  
Carolyn Conner Seepersad

Complex engineering design problems are often decomposed into a set of interdependent, distributed subproblems that are solved by domain-specific experts. These experts must resolve couplings between the subproblems and negotiate satisfactory, system-wide solutions. Set-based approaches help resolve these couplings by systematically mapping satisfactory regions of the design space for each subproblem and then intersecting those maps to identify mutually satisfactory system-wide solutions. In this paper, Bayesian network classifiers are introduced for mapping sets of promising designs, thereby classifying the design space into satisfactory and unsatisfactory regions. The approach is applied to two example problems—a spring design problem and a simplified, multilevel design problem for an unmanned aerial vehicle (UAV). The method is demonstrated to offer several advantages over competing techniques, including the ability to represent arbitrarily shaped and potentially disconnected regions of the design space and the ability to be updated straightforwardly as new information about the satisfactory design space is discovered. Although not demonstrated in this paper, it is also possible to interface the classifier with automated search and optimization techniques and to combine expert knowledge with the results of quantitative simulations when constructing the classifiers.


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