Adaptive behavior is one of the main challenges in building computerized systems, especially in the case of systems which are delivering information to the end users. Indeed, since the information overload has become the main drawback for the future development of such systems (cf. Big Data challenge), there is a huge movement in the research community to develop concepts for better adaptation of the form and size of information that will be delivered to a user (usually taking different forms of the personalization). However, the main effort has been dedicated to the contextualization of the user’s task in order to determine what is the best way to tailor/adapt the presentation of information to the user, neglecting the role of the user’s internal context, expressed as the user’s (short-term) interest. The same is valid for the AR systems.
In this tutorial we present novel results in modeling users’ interest in the context of AR systems and demonstrate some practical results in realizing such an approach in a multi- sensor AR system based on the usage of the see-through AR glasses. Due to the need for continuously adapt the AR content to the user’s interest, such models are facing many challenges in sensing the user’s behavior (using acoustic-, video-, gesture- and bio-sensors), interpreting it as an interest and deciding in real-time what kind of the adaptation to perform. We argue that this lead to a new class of AR system that we coined as adaptive AR (A2R) systems.
This work has been partially realized within the scope of the FP7 ICT research project ARtSENSE (www.artsense.eu), that is developing new AR concepts for improving personalized museum’s experience. The tutorial will present practical results from applying the approach in three cultural heritage institutions in Europe (Paris, Madrid and Liverpool)
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We propose a half-day (4 hours) project based tutorial to demonstrate how to create an AR mobile game prototype from game design to art, animation and technical production. Tools such as Unity, Maya and Vuforia will be used in this tutorial. Standard game development topics which can be applied to all digital game projects such as the game design process, pre-production planning, 3D modeling, rigging and animation techniques, game engine workflow as well as the unique elements of AR mobile game development will be covered in this tutorial.
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Some AR browsers and other mobile phone apps (e.g. Argon, Photosynth, 360 Cities, Tourwrist) allow the user to create, display or interact with panoramas and other forms of historical and contemporary imagery. These technologies open up exciting possibilities for cultural heritage, entertainment and other uses in location-based experiences. Full panoramas or historical photographs merged into the visual field can provide the user with a perspective on a place as it looked in the past or might look in a possible future. We propose to offer the participants in this tutorial an introduction to the technical issues involved in creating and integrating such imagery into an AR/MR application. We will also provide relevant historical background regarding panoramas and consider issues of aesthetics and user experience design.
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This tutorial is for researchers and engineers, working in the field of Mixed and Augmented Reality (MAR), who wish to conduct user-based experiments and/or evaluations for assessing usability. We propose a full-day tutorial presenting both quantitative and qualitative approaches to conducting human-subject experiments. It will cover (1) the basic principles of experimental design and analysis, with an emphasis on human-subject experiments in AR (Swan), and (2) qualitative studies (e.g., formative evaluation methods) for assessing and improving AR user interfaces and user interaction along with lessons learned from conducting many user-based studies (Gabbard).
Swan, Gabbard, and other co-presenters have taught pre-cursor versions of this tutorial 10 previous times at the IEEE Virtual Reality and IEEE Visualization conferences. This tutorial was most recently given at IEEE Virtual Reality 2012, where we included updated examples from our research and further expanded upon qualitative approaches for assessing usability and lessons learned from conducting studies. We both have current, active AR human-subject research projects, and if this tutorial is accepted to be presented at ISMAR 2012, we will discuss some of these projects as case studies.
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