Grey Island: Immersive tangible interaction through augmented reality

Author(s):  
Ziyi Gong ◽  
Geping Wang ◽  
Qiong Wu
Author(s):  
Adrian David Cheok

In this chapter, we explore the applications of mixed reality technology for future social and physical entertainment systems. Throughout the case studies that will be presented here, we will show the very broad and significant impacts of mixed reality technology on variety aspects of human interactivity with regards to entertainment. On the technological aspect, the various systems we would be touching on incorporated different technologies ranging from the current mainstream ones such as GPS tracking, Bluetooth, RFID to pioneering researches of vision based tracking, augmented reality, tangible interaction techniques and 3D live mixed reality capture system. We will discuss each projects in detail in terms of their motivations and requirements of the particular application domain, their system description and design decisions, as well as their future impacts on the human social and physical entertainment field.


2021 ◽  
Vol 33 (5) ◽  
pp. 655-661
Author(s):  
Zhigeng Pan ◽  
Jiali Gao ◽  
Ruonan Wang ◽  
Qingshu Yuan ◽  
Ran Fan ◽  
...  

Author(s):  
Costas Boletsis ◽  
Simon McCallum

Early detection is important in dementia care; however, cognitive impairment is still under-recognised and under-diagnosed. Cognitive screening and training are two important preventative treatments, which can lead to early detection of cognitive decline. In this work, the “Cognitive Augmented Reality Cubes” (CogARC) system is presented, i.e. a serious game for cognitive training and screening, utilising an interaction technique based on Augmented Reality and the manipulation of tangible, physical objects (cubes). The game is a collection of cognitive mini-games of preventative nature and is, primarily, targeting elderly players (≥60 years old). A preliminary testing was conducted focusing on the game experience that CogARC offers (utilising the In-Game Experience Questionnaire), the usability of the system (using the System Usability Scale), and the specific user observations and remarks, as documented by open, semi-structured interviews.  Overall, CogARC demonstrated satisfying positive responses, however, the negative reactions indicated that there are specific problems with aspects of the interaction technique and a number of mini-games. The open interview shed more light on the specific issues of each mini-game and further interpretation of user interactions. The current study managed to provide interesting insights into the game design elements, integration of Augmented Reality, tangible interaction of the system, and on how elderly players perceive and use those interaction components. 


2019 ◽  
Vol 79 (9-10) ◽  
pp. 5941-5963
Author(s):  
Minseok Kim ◽  
Kyeong-Beom Park ◽  
Sung Ho Choi ◽  
Jae Yeol Lee

Author(s):  
Daniel Saakes ◽  
Pieter Jan Stappers

AbstractIndustrial designers make sketches and physical models to start and develop ideas and concept designs. Such representations have advantages that they support fast, intuitive, rich, sensory exploration of solutions. Although existing tools and techniques provide adequate support where the shape of the product is concerned, the exploration of surface qualities such as material and printed graphics is supported to a much lesser extent. Moreover, there are no tools that have the fluency of sketching that allow combined exploration of shape, material, and their interactions. This paper evaluates Skin, an augmented reality tool designed to solve these two shortcomings. By projecting computer-generated images onto the shape model Skin allows for a “sketchy” tangible interaction where designers can explore surface qualities on a three-dimensional physical shape model. The tool was evaluated in three design situations in the domain of ceramics design. In each case, we found that the joint exploration of shape and surface provided creative benefits in the form of new solutions; in addition, a gain in efficiency was found in at least one case. The results show that joint exploration of shape and surface can be effectively supported with tangible augmented reality techniques and suggest that this can be put to practical use in industry today.


2020 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Ke Chen ◽  
Fan Xue

PurposeAugmented reality (AR) has become one of the most promising technologies in construction since it can seamlessly connect the physical construction environment and virtual contents. In view of the recent research efforts, this study attempts to summarize the latest research achievements and inform future development of AR in construction.Design/methodology/approachThe review was conducted in three steps. First, a keyword search was adopted, and 546 papers were found from Scopus and Web of Science. Second, each paper was screened based on the selection criteria, and a final set of 69 papers was obtained. Third, specific AR applications and the associated technical details were extracted from the 69 papers for further analysis.FindingsThe review shows that: (1) design assessment, process monitoring and maintenance management and operation were the most frequently cited AR applications in the design, construction, and operation stages, respectively; (2) information browser and tangible interaction were more frequently adopted than collaborative interaction and hybrid interaction; and (3) AR has been integrated with BIM, computer vision, and cloud computing for enhanced functions.Originality/valueThe contributions of this study to the body of knowledge are twofold. First, this study extends the understanding of AR applications in the construction setting. Second, this study identifies possible improvements in the design and development of AR systems in order to leverage their benefits to construction.


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