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C. Kulas, C. Sandor, G. Klinker
Towards a Development Methodology for Augmented Reality User Interfaces Proc. of the International Workshop exploring the Design and Engineering of Mixed Reality Systems - MIXER 2004, Funchal, Madeira, CEUR Workshop Proceedings (bib) |
| In this paper we describe why we believe that the development of Augmented Reality user interfaces requires special attention and cannot be efficiently handled with neither existing tools nor traditional development processes. A new methodology comprising both a new process and better tools might be the best action to take. A requirement analysis on issues regarding the process, the user groups involved, and the supportive tools for Augmented Reality user interface development is presented. This opens up a number of research challenges covering the tools, the process and the methodology as a whole. A new development process which is a first attempt to meet the newly found challenges is briefly outlined. This process relies on high parallelism and extends previously learned insights with usability evaluation matters. Following, our complementary proposed tool set gets introduced in detail. This set again profited mostly from new tools fitting in the usability engineering realm, which so far has been mostly ignored in the field of Augmented Reality. First steps towards a development methodology for the creation of Augmented Reality user interfaces, tackling the found requirements, are thereby made. Finally, our planed future steps are shown, meant to bring the development methodology further along, by solving important, but achievable, remaining challenges. | |
| 2004/01/13 | |
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O. Hilliges, C. Sandor, G. Klinker
A Lightweight Approach for Experimenting with Tangible Interaction Metaphors Proc. of the International Workshop on Multi-user and Ubiquitous User Interfaces (MU3I) 2004, Funchal, Madeira (bib) |
| Interaction techniques for Augmented Reality user interfaces (UIs) differ considerably from well explored 2D UIs, be-cause these include new in-/output devices and new inter-action metaphors such as tangible interaction. For experimenting with new devices and metaphors we pro-pose a flexible and lightweight UI framework that supports rapid prototyping of multimodal and collaborative UIs. We use the DWARF 1 framework as foundation. It allows us to build highly dynamic systems enabling the exchange of components at runtime. | |
| 2004/01/13 | |
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F. Echtler, F. Sturm, K. Kindermann, G. Klinker, J. Stilla, J. Trilk, H. Najafi
The Intelligent Welding Gun: Augmented Reality for Experimental Vehicle Construction Chapter 17 in Virtual and Augmented Reality Applications in Manufacturing (VARAM), Ong S.K and Nee A.Y.C eds, Springer Verlag, 2003. (bib) |
| This chapter presents the prototypical design and implementation of an Intelligent Welding Gun to help welders in the automotive industry shoot studs with high precision in experimental vehicles. A presentation of the stud welding scenario and the identified system requirements is followed by a thorough exploration of the design space of potential system setups, analyzing the feasibility of different options to place sensors, displays and landmarks in the work area. The setup yielding the highest precision for stud welding purposes is the Intelligent Welding Gun: a regular welding gun with a display attachment, a few buttons for user interactions, and reflective markers to track the gun position from stationary cameras. While welders operate and move the gun, the display shows three-dimensional stud locations on the car frame relative to the current gun position. Navigational metaphors, such as notch and bead and a compass, are used to help welders place the gun at the planned stud positions with the required precision. The setup has been tested by a number of welders. It shows significant time improvements over the traditional stud welding process. It is currently in the process of being modified and installed for productional use. | |
| 2003/12/31 | |
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A. MacWilliams, C. Sandor, M. Wagner, M. Bauer, G. Klinker, B. Bruegge
Herding Sheep: Live System Development for Distributed Augmented Reality Proceedings of The Second International Symposium on Mixed and Augmented Reality (ISMAR 2003) (bib) |
| In the past, architectures of Augmented Reality systems have been widely different and taylored to specific tasks. In this paper, we use the example of the SHEEP game to show how the structural flexibility of DWARF, our component-based Distributed Wearable Augmented Reality Framework, facilitates a rapid prototyping and online development process for building, debugging and altering a complex, distributed, highly interactive AR system. The SHEEP system was designed to test and demonstrate the potential of tangible user interfaces which dynamically visualize, manipulate and control complex operations of many inter-dependent processes. SHEEP allows the users more freedom of action and forms of interaction and collaboration, following the tool metaphor that bundles software with hardware in units that are easily understandable to the user. We describe how we developed SHEEP, showing the combined evolution of framework and application, as well as the progress from rapid prototype to final demonstration system. The dynamic aspects of DWARF facilitated testing and allowed us to rapidly evaluate new technologies. SHEEP has been shown successfully at various occasions. We describe our experiences with these demos. | |
| 2003/10/10 | |
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C. Sandor, A. MacWilliams, M. Wagner, M. Bauer, G. Klinker
SHEEP: The Shared Environment Entertainment Pasture Demo at IEEE and ACM International Symposium on Mixed and Augmented Reality ISMAR 2002, Darmstadt, Germany, Sept. 30 - Oct. 1, 2002. (bib) |
| In this demo, we use a multiplayer shepherding game to explore the possibilities of mutimodal, multiuser interaction with wearable computing in an intelligent environment. The game is centered around a table with a beamerprojected pastoral landscape. Players can use different intuitive interaction technologies (beamer, screen, HMD, touchscreen, speech, gestures) offered by the mobile and stationary computers. Building on our DWARF framework, the system uses peer-to-peer, dynamically cooperating services to integrate different mobile devices (including spectators laptops) into the game. | |
| 2002/09/30 |