Plans and situated actions: the problem of human-machine communication
Plans and situated actions: the problem of human-machine communication
Windows on the world: 2D windows for 3D augmented reality
UIST '93 Proceedings of the 6th annual ACM symposium on User interface software and technology
Tangible bits: towards seamless interfaces between people, bits and atoms
Proceedings of the ACM SIGCHI Conference on Human factors in computing systems
Where the action is: the foundations of embodied interaction
Where the action is: the foundations of embodied interaction
3D Live: Real Time Captured Content for Mixed Reality
ISMAR '02 Proceedings of the 1st International Symposium on Mixed and Augmented Reality
Marker Tracking and HMD Calibration for a Video-Based Augmented Reality Conferencing System
IWAR '99 Proceedings of the 2nd IEEE and ACM International Workshop on Augmented Reality
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This paper outlines new facilities within ubiquitous human media paces supporting embodied interaction between humans and computation both socially and physically. We believe that the current approach to developing electronic based design environments is fundamentally defective with regard to support for multi-person multi-modal design interactions. In this paper, we present an alternative ubiquitous computing environment based on an integrated design of real and virtual worlds. We implement three different research prototype systems: the Virtual Kyoto Garden, Touchy Internet, and the Human Pacman. The functional capabilities implemented in these systems include spatially-aware 3D navigation, tangible interaction, and ubiquitous human media spaces. Some of its details, benefits, and issues regarding design support are discussed.