An Occlusion-Capable Optical See-through Head Mount Display for Supporting Co-located Collaboration
ISMAR '03 Proceedings of the 2nd IEEE/ACM International Symposium on Mixed and Augmented Reality
Evaluation of Mixed-Space Collaboration
ISMAR '05 Proceedings of the 4th IEEE/ACM International Symposium on Mixed and Augmented Reality
Understanding the design space of referencing in collaborative augmented reality environments
GI '07 Proceedings of Graphics Interface 2007
The cost of supporting references in collaborative augmented reality
GI '08 Proceedings of graphics interface 2008
Face-to-Face Tabletop Remote Collaboration in Mixed Reality
ISMAR '07 Proceedings of the 2007 6th IEEE and ACM International Symposium on Mixed and Augmented Reality
Sun Seeking: Interactive Story-Reading Through Different Media
Proceedings of the 2007 conference on Artificial Intelligence in Education: Building Technology Rich Learning Contexts That Work
Trends in augmented reality tracking, interaction and display: A review of ten years of ISMAR
ISMAR '08 Proceedings of the 7th IEEE/ACM International Symposium on Mixed and Augmented Reality
A co-located collaborative augmented reality application
Proceedings of the 8th International Conference on Virtual Reality Continuum and its Applications in Industry
Lunar surface collaborative browsing system for science Museum exhibitions
Transactions on edutainment IV
See-through techniques for referential awareness in collaborative virtual reality
International Journal of Human-Computer Studies
Shared design space: sketching ideas using digital pens and a large augmented tabletop setup
ICAT'06 Proceedings of the 16th international conference on Advances in Artificial Reality and Tele-Existence
Analytic review of usability evaluation in ISMAR
Interacting with Computers
Learning Molecular Structures in a Tangible Augmented Reality Environment
International Journal of Virtual and Personal Learning Environments
Hi-index | 0.00 |
We conducted two experiments comparing communication behaviors of co-located users in collaborative augmented reality (AR) interfaces. In the first experiment, we compared optical, stereo- and mono-video, and immersive head mounted displays (HMDs) using a target identification task. It was found that differences in the real world visibility severely affect communication behaviors. The optical see-through case produced the best results with the least extra communication needed. Generally, the more difficult it was to use non-verbal communication cues, the more people resorted to speech cues to compensate. In the second experiment, we compared three different combinations of task and communication spaces using a 2D icon designing task with optical see-through HMDs. It was found that the spatial relationship between the task and communication spaces also severely affected communication behaviors. Placing the task space between the subjects produced the most active behaviors in terms of initiatory body languages and utterances with least miscommunications.