Figure 1. Inner Garden: A sandbox (up left) is connected to physiological sensors (bottom left) to create a mindful interactive experience where the user can shape her own world that evolves according to her breathing and heart rate (center). The user can then decide to be immersed inside this world thanks to a Head Mounted Display (right) for a moment of solitude and meditation.
Virtual Reality allows rapid prototyping and simulation of physical artefacts, which would be di cult and expensive to perform otherwise. On the other hand, when the design process is complex and involves multiple stakeholders, decisions are taken in meetings hosted in the physical world. In the case of aerospace industrial designs, the process is accelerated by having asymmetric collaboration between the two locations: experts discuss the possibilities in a meeting room while a technician immersed in VR tests the selected alternatives. According to experts, the current approach is not without limitations, and in this work, we present prototypes designed to tackle them. e described artefacts were created to address the main issues: awareness of the remote location, remote interaction and manipulation, and navigation between locations. First feedback from experts regarding the prototypes is also presented. e resulting design considerations can be used in other asymmetric collaborative scenarios.
Figure 1: A coherent interaction with an augmented space, combining Spatial Augmented Reality and an immersive head mounted display (HMD). Left: a user interacts with an augmented mock-up. Center: wearing the HMD's enables to see virtual elements. Right: two users can interact and collaborate each using a different modality.
Figure 1: Grasping Microgestures enable direct and subtle interactions with computer systems while holding an everyday object. This paper presents empirical results from an elicitation study with varied objects, investigating the effect of grasp and object size on user's choice of microgestures, preferred locations, and fingers used.
Figure 1. The presented system, exemplified here by an augmented volcano mock-up, allows one or more users to use and transition between multiple mixed reality modalities while interacting with augmented artifacts. The increase in instrumentation provides increasing flexibility, while keeping the interaction framed in the physical world.
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