Tangible Interactions and Augmented Reality - PowerPoint PPT Presentation

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Tangible Interactions and Augmented Reality

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'Knowledge Based AR' Knowledge based takes feedback from physical world. Intent based user controls what they want to see. AR overlays virtual on physical ... – PowerPoint PPT presentation

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Title: Tangible Interactions and Augmented Reality


1
Tangible Interactions and Augmented Reality
  • Nirav Mehta
  • Anne Marie Piper

2
Tangible Bits
  • Foreground vs. background bits
  • How do we make use of the way people perceive
    objects, motion, and changes?
  • For purpose of presenting info
  • Enhancing understanding
  • Foreground grasp and manipulate physical objects
  • Background ambient media in augmented space

3
Knowledge Based AR
  • Knowledge based takes feedback from physical
    world
  • Intent based user controls what they want to
    see
  • AR overlays virtual on physical
  • Powerful means of providing
  • information
  • Laser printer maintenance

4
Reinventing the Familiar
  • Air Traffic Control is a high risk context
  • Dont want to disturb the current system
  • Make incremental changes
  • Additional technology needs to be seamless
  • AR can combine original tactile cues with
    additional virtual information

5
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6
Rationales for Tangibles and AR
  • Learning
  • Efficiency
  • Informational
  • Feel good factor

7
Learning
  • Is it easier to start with the physical device?
  • Socialized to learn things in a physical realm
    first, then understand it virtually
  • Ex learning math, abacus
  • Reinforces understanding
  • Takes advantage of both visual and tactile memory
    (Air Traffic Control)
  • Mapping physical to virtual world
  • Familiar to unfamiliar

8
Efficiency
  • Is there a point at which physical devices might
    slow down interaction?
  • Searchable campus map
  • Can Tangibles and AR increase efficiency?
  • Maintenance of a complex system
  • Achieve shared understanding in group work
  • Example Designers Outpost

9
Informational
  • Adding to surroundings
  • Present non-urgent info peripherally
  • Examples stock orb, live wire
  • User determines whether or not they want to pay
    attention to the additional information
  • Can also direct users focus

10
Feel Good Factor
  • Why bring back rich physical devices?
  • More natural means of input?
  • Ease understanding of virtual information?
  • Physical objects provide distinct feedback
  • Interactions with computers may become routine
    and feedback may become unnoticed after time
  • Tendency to give more attention to human feedback
    than machine feedback

11
When is Physical Better?
  • Rubiks cube on computer vs. physical?
  • Similar examples?
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