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南台科技大學 資訊工程系 Through-Walls Collaboration Adviser: Yu-Chiang Li Speaker: Gung-Shian Lin Date: 2010/04/08 Pervasive Computing, IEEE Volume 8, Issue 3, July-Sept.

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Presentation on theme: "南台科技大學 資訊工程系 Through-Walls Collaboration Adviser: Yu-Chiang Li Speaker: Gung-Shian Lin Date: 2010/04/08 Pervasive Computing, IEEE Volume 8, Issue 3, July-Sept."— Presentation transcript:

1 南台科技大學 資訊工程系 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

2 2 Outline Introduction 1 Disaster Relief Scenarios 2 Supporting Through-Walls Collaboration 3 Technologies to Support Through-Walls Collaboration 4 Conclusions 5

3 3 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.

4 4 2. Disaster Relief Scenarios  Two immediate actions take place:  First responders deploy to the affected areas and set up a command-and- control 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.

5 5 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.

6 6 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.

7 7 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 real- time information from one or more people in the field.  The indoor system provides appropriate visualizations to support situational awareness for control room experts.

8 8 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.

9 9 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.

10 10 4. Technologies to Support Through-Walls Collaboration  Tabletop Collaboration Technologies

11 11 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.

12 12 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.

13 13 4. Technologies to Support Through-Walls Collaboration  Mobile AR X-Ray Vision

14 14 4. Technologies to Support Through-Walls Collaboration  Input Devices  We compared four pointing devices for performing drag- and- drop tasks of virtual data while stationary and walking. handheld trackball wrist-mounted touchpad handheld gyroscopic mouse Twiddler2 mouse.

15 15 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.

16 南台科技大學 資訊工程系


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