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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Ego- and Exocentric interaction methods formobile AR conferencing

Bleeker, Timo January 2013 (has links)
Augmented Reality is technology that superimposes virtual content on the real world, typically shown through a see-through head mounted display (HMD) or handheld device. AR has successfully been used for many applications and provides new opportunities for remote collaboration and communication. With the growing availability of commercial HMDs such as Google Glass and the Oculus Rift, more possibilities in the field of AR have opened up. However, interaction with AR content shown on HMDs is still not very well explored. This master's thesis investigates the possibilities of a combined use of head mounted and hand held displays (HHD) for interaction in AR conferencing experiences. Prior research in communication, AR collaboration and HMD-HHD interaction is reviewed before presenting new interaction methods. Two different HHD interfaces and cuing methods were created to support file sharing in an AR conferencing application. A formal evaluation compared four different combinations of the interfaces and cuing methods. The results showed a significant difference between the different conditions where in particular one condition performed better than the others. The results were used to create a set of basic design guidelines for future research and application development.
2

Remote collaboration in the design studio

George, Abey M. 29 August 2005 (has links)
Information technology offers many tools for promoting collaboration and communication in architectural design. A growing number of companies and individuals are adopting computer-based techniques to facilitate remote collaboration between geographically distributed teams. Thus, it is important to investigate the use of technology in developing collaborative tools for architects, especially as required training in architectural education. This research explores the feasibility of augmenting communication in the design studio using a web-based collaboration tool. A prototype was developed for an integrated system that allows for streaming media, real-time collaboration, and multi-way video, audio and text messaging, tailored specifically to the needs of a distributed architectural design studio. The Collaborative Online Architectural Design Studio (COADS) is based on a three-tier client-server structure consisting of an interface tier, an application-logic tier and a data tier. COADS allows role-based participation for students and teachers, facilitating collaboration over design sketches and presentations using personal computers equipped with a microphone and a web-cam. The system was developed and subjected to usability testing in a design studio consisting of graduate-level students of architecture. The participants were required to use COADS for conducting peer evaluations of designs for their class project and subsequently, to answer a questionnaire assessing the usability of the system. The analysis showed that COADS has definite advantages as a tool to augment communication in the design studio. The biggest advantage was that participants could get immediate feedback about their designs from their peers, irrespective of their location. COADS was also relatively easy to set up on end-user machines and provided an integrated point for accessing relevant studio resources from a single location. The disadvantages were mostly due to the limitations of the hardware on end-user machines such as small screen sizes, low quality microphones and web-cams. Further, the collaborative whiteboard within COADS lacked essential tools, such as pan/zoom and erase/undo tools, which reduced its usability. In conclusion, systems such as COADS can effectively augment communication within the architectural design studio. However, they need to be integrated closely with the course structure, right from the introductory stage of the project to the final presentation stage.
3

Remote collaboration in the design studio

George, Abey M. 29 August 2005 (has links)
Information technology offers many tools for promoting collaboration and communication in architectural design. A growing number of companies and individuals are adopting computer-based techniques to facilitate remote collaboration between geographically distributed teams. Thus, it is important to investigate the use of technology in developing collaborative tools for architects, especially as required training in architectural education. This research explores the feasibility of augmenting communication in the design studio using a web-based collaboration tool. A prototype was developed for an integrated system that allows for streaming media, real-time collaboration, and multi-way video, audio and text messaging, tailored specifically to the needs of a distributed architectural design studio. The Collaborative Online Architectural Design Studio (COADS) is based on a three-tier client-server structure consisting of an interface tier, an application-logic tier and a data tier. COADS allows role-based participation for students and teachers, facilitating collaboration over design sketches and presentations using personal computers equipped with a microphone and a web-cam. The system was developed and subjected to usability testing in a design studio consisting of graduate-level students of architecture. The participants were required to use COADS for conducting peer evaluations of designs for their class project and subsequently, to answer a questionnaire assessing the usability of the system. The analysis showed that COADS has definite advantages as a tool to augment communication in the design studio. The biggest advantage was that participants could get immediate feedback about their designs from their peers, irrespective of their location. COADS was also relatively easy to set up on end-user machines and provided an integrated point for accessing relevant studio resources from a single location. The disadvantages were mostly due to the limitations of the hardware on end-user machines such as small screen sizes, low quality microphones and web-cams. Further, the collaborative whiteboard within COADS lacked essential tools, such as pan/zoom and erase/undo tools, which reduced its usability. In conclusion, systems such as COADS can effectively augment communication within the architectural design studio. However, they need to be integrated closely with the course structure, right from the introductory stage of the project to the final presentation stage.
4

An Examination of Presence and Engagement in Video Conferencing Systems and Virtual Environments

Manuel, Mark Balfour 27 January 2022 (has links)
Extended Reality (XR) is an upcoming field of technology that has garnered interest from researchers in the last few decades. This increased interest is largely due to the development of powerful hardware like the Microsoft HoloLens, Oculus Quest and the Magic Leap. Several companies like Microsoft, Meta Platforms, Apple and Nvidia are touting the rise of a new "metaverse'' - the next generation of the internet, that will blur the lines between physical and virtual presence. This thesis explores the use of web-based XR platforms in Computer-Supported Cooperative Work (CSCW) as an alternative to contemporary video conferencing tools. We conducted a user study with 15 subjects to evaluate web-based XR platforms (Mozilla Hubs) with video conferencing (Zoom) and examined subject attention and success in remote collaborative tasks. We also proposed a new system design to support embodied interactions in XR. This system was tested by measuring the communication latency between two collaborators separated by varying distances. Our system performance evaluation suggests the feasibility of support embodied interactions, with a minimal latency of 120ms across a distance of 4700 miles. / Master of Science / Extended Reality (XR) is changing the way we interact with digital content. In 2021, several companies like Microsoft, Meta Platforms, Apple and Nvidia are developing devices that allow users to physically interact with virtual content in 3-dimensional space. These technologies bring with them the promise of better remote communication and collaboration. Users will be able to enter these 3d virtual spaces as avatars and will be able to interact with digital media just like they would with real world objects. This thesis explores the use of web-based XR platforms in supporting remote collaboration as an alternative to contemporary video conferencing tools. We conducted a user study with 15 subjects to compare differences in web-based XR platforms (Mozilla Hubs) with video conferencing (Zoom). We proposed and evaluated a new system design to support more natural and intuitive interactions in XR. This system was tested by measuring the communication latency between two collaborators separated by varying distances. Our system performance evaluation suggests the feasibility of support embodied interactions, with a minimal latency of 120ms across a distance of 4700 miles.
5

Analysis and Performance of a Cyber-Human System and Protocols for Geographically Separated Collaborators

Jonnada, Srikanth 12 1900 (has links)
This dissertation provides an innovative mechanism to collaborate two geographically separated people on a physical task and a novel method to measure Complexity Index (CI) and calculate Minimal Complexity Index (MCI) of a collaboration protocol. The protocol is represented as a structure, and the information content of it is measured in bits to understand the complex nature of the protocol. Using the complexity metrics, one can analyze the performance of a collaborative system and a collaboration protocol. Security and privacy of the consumers are vital while seeking remote help; this dissertation also provides a novel authorization framework for dynamic access control of resources on an input-constrained appliance used for completing the physical task. Using the innovative Collaborative Appliance for REmote-help (CARE) and with the support of a remotely located expert, fifty-nine subjects with minimal or no prior mechanical knowledge are able to elevate a car for replacing a tire in an average time of six minutes and 53 seconds and with an average protocol complexity of 171.6 bits. Moreover, thirty subjects with minimal or no prior plumbing knowledge are able to change the cartridge of a faucet in an average time of ten minutes and with an average protocol complexity of 250.6 bits. Our experiments and results show that one can use the developed mechanism and methods for expanding the protocols for a variety of home, vehicle, and appliance repairs and installations.
6

Towards computational instruments for collaborating product concept designers

Tuikka, T. (Tuomo) 14 July 2002 (has links)
Abstract The concept design of small handheld electronic and telecommunication devices is a creative and dynamic process. Interaction between the designers plays an important role in the creation of new products. This thesis addresses the communication between product concept designers. The aim of this thesis is to examine new ways of developing computer systems for remote collaboration. Multiple research methods have been used so as to enrich the view of the research subject. Product concept design has been studied in field studies and at co-located concept design workshops where the object of design was uncertain. Co-located workshops were organised to examine the moment to moment interaction between designers to discover how designers collaborate when designing a design object in common. By applying the concepts of activity theory, the concept of instrument is elaborated. Four types of instruments to mediate between a designer and the object of design and collaborating designers are identified. These are the instruments used to externalize an understanding of the design object, the concrete means of interaction, the future artefact and the hypothetical user activity. The latter two make up the design object which designers' strive for, and can also be instruments for scaffolding each other. A conceptual model was developed to describe the design action and the instruments for collaboration. This model was used to gain insight into the creation of computer support for remotely collaborating designers by posing questions for computer systems design. To develop computer systems to support designers in remote collaboration, an understanding of both the requirements set by the field and the technological feasibility is needed. Three application prototypes are presented as proof of the concept and as an experiment with virtual prototyping technology. The concept of design action has been defined on the basis of activity theory. Computer-supported geographically distributed workshops have been organised and analysed using the design action as an analytical tool for the research material. I conclude that, in order to support remote collaboration of concept designers, computer systems should support collaborative construction of the object of design. Instruments, such as the future artefact, its various representations and the conceptual construct of hypothetical user activity are potential instruments for computation.
7

Supporting collaborative practices across wall-sized displays with video-mediated communication / Communication médiatisée par la vidéo pour les pratiques collaboratives à distance entre murs d’écrans

Avellino, Ignacio 12 December 2017 (has links)
La collaboration entre plusieurs personnes peut prendre plusieurs formes, et la technologie soutient depuis longtemps ces pratiques. Mais lorsque la collaboration doit se faire à distance, est-elle aussi bien assistée par la technologie ? Dans ce travail, je soutiens l'idée selon laquelle le succès d'un système de télécommunications ne dépend pas de sa capacité à imiter une collaboration colocalisée, mais dans sa capacité à faciliter les pratiques collaboratives découlant des caractéristiques spécifiques de la technologie. J'explore cet argument en utilisant un mur d'écrans en tant que technologie collaborative. J'ai commencé par observer des collaborateurs effectuer leur travail quotidien à distance en utilisant des prototypes. Ensuite j'ai conduit des expériences et j'ai trouvé que les utilisateurs peuvent interpréter avec précision les instructions déictiques à distance et le regard direct quand un collaborateur à distance est affiché par une vidéo, même si celle-ci n'est pas placée directement devant l'observateur. À partir de ces résultats, j'ai créé CamRay, un outil de télécommunication qui utilise une rangée de caméras pour enregistrer le visage des utilisateurs lorsqu'ils parcourent physiquement les données le long de l'écran et présente cette vidéo sur un autre mur d'écrans distant par dessus le contenu existant. Je propose deux possibilités pour afficher la vidéo: Follow-Local, où le flux vidéo de l'utilisateur distant suit l'utilisateur local, et Follow-Remote où il suit l'utilisateur distant. Je montre que Follow-Remote préserve les relations spatiales entre le collaborateur à distance et le contenu de l'écran, créant ainsi la possibilité de désigner les objets par des gestes de pointage, tandis que Follow-Local facilite les conversations grâce à un face-à-face virtuel qui transmet plus facilement la communication gestuelle. Finalement, je me base sur ces résultats pour guider la conception de futurs systèmes de communications à distance entre murs d'écrans, et dégager des considérations à suivre lorsque des capacités de communication à distance sont ajoutées à de nouvelles technologies. / Collaboration can take many forms, for which technology has long provided digital support. But when collaborators are located remotely, to what extent does technology support these activities? In this dissertation, I argue that the success of a telecommunications system does not depend on its capacity to imitate co-located conditions, but in its ability to support the collaborative practices that emerge from the specific characteristics of the technology. I explore this using wall-sized displays as a collaborative technology. I started by observing collaborators perform their daily work at a distance using prototypes. I then conducted experiments and found that people can accurately interpret remote deictic instructions and direct gaze when performed by a remote collaborator through video, even when this video is not placed directly in front of the observer. Based on these findings, I built CamRay, a telecommunication system that uses an array of cameras to capture users' faces as they physically navigate data on a wall-sized display, and presents this video in a remote display on top of existing content. I propose two ways of displaying video: Follow-Local, where the video feed of the remote collaborator follows the local user, and Follow-Remote, where it follows the remote user. I find that Follow-Remote preserves the spatial relations between the remote speaker and the content, supporting pointing gestures, while Follow-Local enables virtual face-to-face conversations, supporting representational gestures. Finally, I summarize these findings to inform the design of future systems for remote collaboration across wall-sized displays.
8

Remote collaboration within a Mixed Reality rehabilitation environment : The usage of audio and video streams for mixed platform collaboration

Eriksson, Hanna January 2022 (has links)
This thesis investigates methods for remote collaboration and communication within a Mixed Reality (MR) rehabilitation environment. Based on the research on remote communication methods and an interview with an occupational therapist with previous experience in MR rehabilitation, a video and audio stream communication method was chosen to be implemented. The implementation consists of two applications, one patient application developed for HoloLens 2 and one therapist application for Android devices. The latter was tested on professional occupational therapists to investigate the feasibility of the method.  The result of the test indicated that the general attitude toward remote rehabilitation was positive. However, the chosen method did not allow the therapist to see the patient's face and surroundings which was a problem for a majority of the test participants. The cognitive workload for the therapist when communicating with the patient was in magnitude to similar tasks and the application was relatively easy to navigate.
9

Understanding the adoption of digital whiteboard systems for collaborative design work

Gumienny, Raja Carola January 2013 (has links)
User-centered design processes are the first choice when new interactive systems or services are developed to address real customer needs and provide a good user experience. Common tools for collecting user research data, conducting brainstormings, or sketching ideas are whiteboards and sticky notes. They are ubiquitously available, and no technical or domain knowledge is necessary to use them. However, traditional pen and paper tools fall short when saving the content and sharing it with others unable to be in the same location. They are also missing further digital advantages such as searching or sorting content. Although research on digital whiteboard and sticky note applications has been conducted for over 20 years, these tools are not widely adopted in company contexts. While many research prototypes exist, they have not been used for an extended period of time in a real-world context. The goal of this thesis is to investigate what the enablers and obstacles for the adoption of digital whiteboard systems are. As an instrument for different studies, we developed the Tele-Board software system for collaborative creative work. Based on interviews, observations, and findings from former research, we tried to transfer the analog way of working to the digital world. Being a software system, Tele-Board can be used with a variety of hardware and does not depend on special devices. This feature became one of the main factors for adoption on a larger scale. In this thesis, I will present three studies on the use of Tele-Board with different user groups and foci. I will use a combination of research methods (laboratory case studies and data from field research) with the overall goal of finding out when a digital whiteboard system is used and in which cases not. Not surprisingly, the system is used and accepted if a user sees a main benefit that neither analog tools nor other applications can offer. However, I found that these perceived benefits are very different for each user and usage context. If a tool provides possibilities to use in different ways and with different equipment, the chances of its adoption by a larger group increase. Tele-Board has now been in use for over 1.5 years in a global IT company in at least five countries with a constantly growing user base. Its use, advantages, and disadvantages will be described based on 42 interviews and usage statistics from server logs. Through these insights and findings from laboratory case studies, I will present a detailed analysis of digital whiteboard use in different contexts with design implications for future systems. / Nutzerorientierte Gestaltungsprozesse werden angewandt, um zu gewährleisten, dass neue Software für Computer und Smartphones gebrauchstauglich ist und die tatsächlichen Bedürfnisse der Anwender adressiert. Dazu sollen potentielle Anwender befragt und beobachtet und darauf basierend Ideen und Entwürfe für die neue Software entwickelt werden. Um die Nutzerdaten und Ideen zu sammeln, sowie daraus Konzepte zu erarbeiten, werden häufig Whiteboards und Haftnotizen (Post-its) benutzt. Sie haben den Vorteil, dass sie weit verbreitet sind und keine speziellen Kenntnisse erfordern. Analoge Whiteboards sowie Stift und Papier haben allerdings auch den Nachteil, dass die Informationen nicht digital gespeichert und mit Personen an anderen Standorten geteilt werden können. Auch andere digitale Vorteile, wie z. B. Inhalte suchen und sortieren, sind nicht verfügbar. Obwohl es seit 20 Jahren Forschung zu digitalen Whiteboard-Anwendungen gibt, werden diese Systeme im Firmenumfeld kaum genutzt. Diverse Forschungsprototypen sind bisher weder im Langzeiteinsatz noch in Unternehmen ausreichend getestet worden. Ziel dieser Dissertation ist zu erforschen, welche Faktoren den Einsatz von digitalen Whiteboard-Systemen begünstigen und welche Faktoren eher hinderlich sind. Zu diesem Zweck haben wir das Tele-Board Software System für gemeinsames kreatives Arbeiten entwickelt. Basierend auf Interviews und Beobachtungen, sowie Erkenntnissen aus vorheriger Forschung, haben wir versucht, die analoge Arbeitsweise mit herkömmlichen Arbeitsmitteln in die digitale Welt zu übertragen. Tele-Board kann mit unterschiedlicher Hardware benutzt werden und ist nicht an spezielle Geräte gebunden. Diese Tatsache hat sich als Vorteil für den Einsatz der Software in größerem Umfang erwiesen. In dieser Arbeit präsentiere ich drei Studien zur Nutzung von Tele-Board von verschiedenen Anwendern in unterschiedlichen Umgebungen. Die Studien wurden sowohl unter kontrollierten Bedingungen, als auch im realen Arbeitsumfeld durchgeführt. Wie zu erwarten war, wird das System besonders dann angenommen, wenn die Anwender Vorteile sehen, die sie mit analogen Arbeitsmitteln und anderer Software nicht haben. Allerdings unterscheiden sich die empfundenen Vorteile je nach Anwender und Nutzungskontext. Daher steigen die Chancen auf eine Verbreitung der Software, wenn sie verschiedene Anwendungsfälle und unterschiedliches Equipment unterstützt. Tele-Board ist mittlerweile seit 1,5 Jahren in einer global agierenden IT-Firma in mindestens fünf Ländern mit konstant steigenden Nutzerzahlen im Einsatz. Auf der Basis von 42 Interviews und Nutzungsstatistiken vom Server wird beschrieben, auf welche Art und Weise das System angewandt wird und welche Vor- und Nachteile es hat. Aus diesen Erkenntnissen sowie anderen Studien, präsentiere ich eine detaillierte Analyse der Nutzung von digitalen Whiteboards und gebe Empfehlungen für die Entwicklung zukünftiger Systeme.
10

Improving 3D Remote Guidance using Shared AR Spaces : Separating responsibility of tracking and rendering 3D AR‐objects / Förbättrande av avståndssamarbete i 3D via delade AR‐rymder

Mansén, Erik January 2022 (has links)
Two common problems in Remote Guidance applications include the remote guides lack of direct control over their view into the worker’s physical environment and the difficulties that arise with trying to place virtual 3D objects in a real 3D environment,via a moving, shaky, 2D image.The first issue can be called a lack of remote spatial awareness, the guide can see only what the worker enables them to see. In the worst case the guide is rendered blind to the task environment while the worker is unable to use their device. A common occurrence is tasks that require both hands.The second issue arises from the inherent difficulty present in trying to correctly place a 3D object using only a limited perspective. Camera shake and unreliable tracking of the physical environment being depicted only further add to this problem. Studies show that 3D annotations make for much more effective means of communication, especially in 3D task environments. Allowing the guide some measure of control over their own view has also been shown to improve the guides ability to aid their partner. This paper investigates a method of Remote Guidance where the task of environment tracking and object placement are separated. A prototype application is developed and tested against a baseline 2D-annotation Remote Guidance tool. The study finds the prototype to be an effective way of placing virtual 3D objects in a remote environment. Experimental results show that communication is indeed made better by the inclusion of 3D objects into Remote Guidance. This comes at the cost of a slight increase in the timetaken to complete a task as the complexity of the 3D tool is greater than the 2D one. Unfortunately, the experiment performed fails to properly account for remote spatial awareness.

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