Title: Hypermedia in the Virtual Project Room Toward Open 3D Spatial Hypermedia
1Hypermedia in the Virtual Project Room- Toward
Open 3D Spatial Hypermedia
- Preben Mogensen Kaj Grønbæk
- InterMedia Dept. of Computer ScienceUniversity
of AarhusDK-8200 Aarhus C, DenmarkEmailpmogens
en, kgronbak_at_daimi.au.dk
2Outline
- Introduction
- Problem domain
- Collaboration support for architects and
designers - Sources of inspiration
- Spatial hypermedia and open hypermedia
- Collaborative Virtual Environments
- The Manufaktur prototype
- Architecture
- 3D spatial hypermedia
- Collaboration support
- Status and future work
3Toward virtual project rooms
- Projects in our lab focusing on support for
designers/architects - spatial organization of heterogeneous materials
- bridging between physical and virtual worlds
- designing office and project room layout
- distributed collaboration
- Prototypical user groups
- Industrial design LEGO Futura, Design/Nord, etc.
- Landscape/Townscape architects
- The EU DESARTE Project
- Participatory design with Landscape architects
and architects - The original Manufaktur concept (PC version
DirectX) - Distributed Multimedia (DMM) project
- Distribution and collaboration architecture
- Stereo-based Manufaktur (SGI version with OpenGL)
- Collaboration with Aarhus School of Architecture
- Interactive Room project, e.g. designing a video
analysis room
4Problem domain
5Studies of architects' and designers' work
environments
- Designers and architects working on common
projects are often physically co-located in large
office spaces - physical project rooms
- Important materials are constantly available in
the room on bulletin boards, whiteboards,
flipovers etc. - People often work in smaller groups around
boards, computers and tables. - Need bridge between physical and computer based
material - e.g paper and physical objects
- Co-location stimulates collaboration
- peripheral awareness about common tasks, implicit
learning - seamless transition between individual and
collaborative work
6Project room for landscape architects
7materials organized spatially...
8samples brought into the room...
9TechnologyInspiration
10Spatial hypermedia in 2D
- Example The classical VIKI system (Marshall and
Shipman) - CAOS - Open Collaborative Spatial Hypermedia
- Implicit grouping of related items based on
spatial proximity
11A 2D desktop is insufficient to mimic physical
organization of material
- 3D provides a better overview of materials
12Collaborative Virtual Environments (CVE)
- 3D collaborative environments
- MASSIVE-1 and 2 from Nottingham
- DIVE from SICS in Sweden
- Both systems support
- Tele-conferencing (audio,video, shared boards) in
virtual worlds - Internet distribution
- Collaboration between many users represented as
avatars - Use aura concept to express proximity in virtual
spaces - An aura is a specification of a 3D region in
which a service or an avatar is visible or
present - When an avatars aura intersect with that of
another person they can see each other and start
communicating - When an avatars aura intersect with that of a
service (e.g. a conference table) the service
become available - DIVE uses VRML and MASSIVE uses proprietary
OpenGL based software
13CVE examples
- MASSIVE (http//www.crg.cs.nott.ac.uk/research/sys
tems/)
- DIVE(http//www.sics.se/dive/)
14Traditional CVE Weaknesses
- Focus on casual formation of meetings and
conferences - Avatars are not well-suited for illustrating
ongoing work - Documents are not taken serious - boils down to
runic inscriptions - No integration of real working tools, such as CAD
and Word processors
15TheManufakturSystem
16Manufaktur Document Centered CVE
- General infrastructure for document-centered CVE
- Management of Workspaces, collections of material
belonging to, e.g. task or project contexts - Live hypermedia-links to real documents
- Distributed and collaborative architecture
- Multi platform support (DirectX and OpenGL)
- No human-like avatars - hand and camera only
ObjectServer
CollaborationServer
Open HMServer
17(No Transcript)
18Manufaktur Open Hypermedia Integration
19Manufaktur display architecture
PC - 3DManufaktur
DirectX
COM
SGI - 3DManufaktur
Shared servers
OpenGL
Performer
Stereo projection
20Objects in Manufaktur
- Document-objects
- hot-links to office and CAD documents, updates
are immediately visible - 3D objects
- 3D Studio models, e.g. mobile phones,
rollerskates, or landscapes can be loaded into
the workspace - Implantations
- objects and devices to custom ("furnish") the
space - Groupings
- explicitly or implicitly formed collections of
objects that can be manipulated as a whole - ActiveEndpoints
- ActiveX-based link anchors that can be placed on
top of Document-objects (Microsoft platform only)
21Groupings
22Explicit and Implicit grouping spatial
hypermedia structuring
- Groups may be created manually
- add to group
- remove from group
- Groups may be identified semi-automatically based
on intersecting auras - invoking 3D spatial parsing on demand
- as future work, we consider background
incremental parsing - Groups can be stored and handled as hypermedia
composite objects
23Implantations
24ActiveX-based open hypermedia links
Endpoint ID Moniker
Endpoint ID Moniker
Link
External Document
External Document
ActiveEndpoint (Anchor) ID
ActiveEndpoint (Anchor) ID
25Conclusion
26Open issues
- Manufaktur as a "roomware" component
- Projection devices Smartboard, HoloBench and
tables - Two-handed input, gesture interface, speech
recognition - Understanding workspaces and work practice
- Metaphors for workspaces
- Space topology and furnishing
- Representing hypermedia structures in 3D
- visualization of structures, natural integration
in the common workspace - Collaboration support
- tightly and loosely coupled collaboration
- common view
- common orientation
27Status and future work
Comprehensive prototype for Windows 2000
- Single user version tested by users in work-like
environments - Architects in Austria, Denmark and the UK
- Integration of MS Windows version with SGI IRIX
(HoloBench and similar) - Roomware development and physical room design
- PC based client coupled with SGI based
stereodisplay built into table - Wall projections of shared workspaces
- Prototype room setup in June 2000
- Test in distributed use setting fall 2000 2001
Proof of concept prototype
In collaboration with School of Architecture in
Aarhus
283D workbenches
- Projection based VR
- immersion through active stereo vision
- Collaboration
- Between people at the same place
- Between remotely separated people