Hypermedia in the Virtual Project Room Toward Open 3D Spatial Hypermedia PowerPoint PPT Presentation

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Title: Hypermedia in the Virtual Project Room Toward Open 3D Spatial Hypermedia


1
Hypermedia 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

2
Outline
  • 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

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Toward 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

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Problem domain
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Studies 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

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Project room for landscape architects
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materials organized spatially...
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samples brought into the room...
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TechnologyInspiration
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Spatial 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

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A 2D desktop is insufficient to mimic physical
organization of material
  • 3D provides a better overview of materials

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Collaborative 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

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CVE examples
  • MASSIVE (http//www.crg.cs.nott.ac.uk/research/sys
    tems/)
  • DIVE(http//www.sics.se/dive/)

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Traditional 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

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TheManufakturSystem
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Manufaktur 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
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(No Transcript)
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Manufaktur Open Hypermedia Integration
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Manufaktur display architecture
PC - 3DManufaktur
DirectX
COM
SGI - 3DManufaktur
Shared servers
OpenGL
Performer
Stereo projection
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Objects 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)

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Groupings
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Explicit 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

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Implantations
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ActiveX-based open hypermedia links
Endpoint ID Moniker
Endpoint ID Moniker
Link
External Document
External Document
ActiveEndpoint (Anchor) ID
ActiveEndpoint (Anchor) ID
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Conclusion
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Open 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

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Status 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
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3D workbenches
  • Projection based VR
  • immersion through active stereo vision
  • Collaboration
  • Between people at the same place
  • Between remotely separated people
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