Our starting point for developing the Studierstube system was the belief that augmented reality, the less obtrusive cousin of virtual reality, has a better chance of becoming a viable user interface for applications requiring manipulation of complex three-dimensional information as a daily routine. In essence, we are searching for a 3-D user interface metaphor as powerful as the desktop metaphor for 2-D. At the heart of the Studierstube system, collaborative augmented reality is used to embed computer-generated images into the real work environment. In the first part of this paper, we review the user interface of the initial Studierstube system, in particular the implementation of collaborative augmented reality, and the Personal Interaction Panel, a two-handed interface for interaction with the system. In the second part, an extended Studierstube system based on a heterogeneous distributed architecture is presented. This system allows the user to combine multiple approaches - augmented reality, projection displays, and ubiquitous computing - to the interface as needed. The environment is controlled by the Personal Interacti Panel, a twohanded, pen-and-pad interface that has versatile uses for interacting with the virtual environment. Studierstube also borrows elements from the desktop, such as multitasking and multi-windowing. The resulting software architecture is a user interface management system for complex augmented reality applications. The presentation is complemented by selected application examples
Abstract:We propose an architecture for-multi user augmented reality with applications in visualisation, presentation and education, which we call "Studierstube". Our system presents three-dimensional stereoscopic graphics simultaneousry to a group of users wearing ~ight weight see-through head mounted displays. The dispIays do not affect natural communication and interaction, making working together very effective. Users see the same spatially aligned model, but can independently control their viewpoint and different layers of the data to be displayed, The setup serves computer supported cooperative work and enhances cooperation of visualisation experts. This paper presents the client-server software architecture underlying this system and details that must be addressed to create a high quality augmented reality setup.
We present a strategy for rendering in distributed virtual environments. A geometry database is maintained by a server, while users invoke individual clients to interact with the environment. Instead of downloading a complete copy of the geometry data, the data is distributed on demand, thus gaining signifcant savings in network bandwidth. Our strategy combines several techniques, including levels of detail, progressive refinement and graceful degradation to deliver the data "just in time" over the network to the rendering process. The method allows operate on a tight resource budget, which important if attempting to use low cost systems for virtual reality applications.
We introduce a local collaborative augmented reality environment for home based entertainment. We propose a setup for multiple users with see-through head-mounted displays, allowing dedicated stereoscopic views and individualized interaction for each participant. This hardware arrangement does not hinder social communication, which is essential for playing games. To maintain a high quality game experience we use facesnapping for fast and precise direct object manipulation. We derive semantic actions from snap events to pre-defined regions in the virtual gaming space. Combined with the game regions, we introduce a layering concept allowing individual views onto the common data structure.Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage, and that copies hear this notice and the full citation on the tirst page. To copy otherwise, to republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee.
ACM l-58113-019-8/ 98/ 0011/%5.00This combination creates a powerful automatic privacy mechanism, which makes security management dispensable at runtime. We demonstrate our system with a board-game Mah-Jongg, that relies heavily on social communication and the need of private space.
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