2019
Juliano Franz; Mohammed Alnusayri; Joseph Malloch; Derek Reilly
A Comparative Evaluation of Techniques for Sharing AR Experiences in Museums Proceedings Article
In: Proceedings of the 22nd ACM Conference on Computer-Supported Cooperative Work and Social Computing (CSCW), ACM, 2019.
Abstract | BibTeX | Tags: AR, augmented reality, installation, museum
@inproceedings{Franz2019_CSCW,
title = {A Comparative Evaluation of Techniques for Sharing AR Experiences in Museums},
author = {Juliano Franz and Mohammed Alnusayri and Joseph Malloch and Derek Reilly},
year = {2019},
date = {2019-11-09},
booktitle = {Proceedings of the 22nd ACM Conference on Computer-Supported Cooperative Work and Social Computing (CSCW)},
publisher = {ACM},
abstract = {Museums are constantly searching for new ways to increase engagement with their exhibits, from electronic guides to modern digital technologies such as special-purpose tablets, smartphones, and virtual and augmented reality (AR). For AR exhibits in particular, promoting shared experience and group cohesion is not straight-forward. In this work, we investigate scenarios in which not everyone is using a head-worn display (HWD), either because there aren’t enough available or simply because someone might feel uncomfortable using it.We propose three sharing techniques for AR experiences and evaluate them in a long term in-the-wild study: Over-the-Shoulder AR, which renders a real-time virtual representation of the augmented reality content on a large secondary display; Semantic Linking, which displays contextual information about the virtual content on the same large display; and Indicator Rings, which display the locations of the HWD user’s objects-of-focus. We observed that participants in theOver-the-Shoulder AR and Semantic Linking conditions stayed together and exhibited more verbal exchanges than participants in a Baseline condition, which could indicate that they were more engaged. Self-reported measures indicated an increase in pair communication and increased comprehension of the virtual content for participants without the HWD. Participants without the HWD also displayed a greater understanding of the location of virtual elements with support from theIndicator Rings, and used them as a tool to guide the HWD user through the virtual content. We discuss design implications for interactive augmented reality exhibits and possible applications outside the cultural heritage scenario.},
keywords = {AR, augmented reality, installation, museum},
pubstate = {published},
tppubtype = {inproceedings}
}
Juliano Franz; Mohammed Alnusayri; Joseph Malloch; Derek Reilly
AR in the Gallery: The Psychogeographer's Table Proceedings Article
In: Proceedings of the ACM SIGCHI Conference Extended Abstracts on Human Factors in Computing Systems (CHI EA 2019), ACM, Glasgow, UK, 2019.
BibTeX | Tags: AR, augmented reality, installation, museum
@inproceedings{Franz2019_CHI,
title = {AR in the Gallery: The Psychogeographer's Table},
author = {Juliano Franz and Mohammed Alnusayri and Joseph Malloch and Derek Reilly},
year = {2019},
date = {2019-05-04},
booktitle = {Proceedings of the ACM SIGCHI Conference Extended Abstracts on Human Factors in Computing Systems (CHI EA 2019)},
publisher = {ACM},
address = {Glasgow, UK},
keywords = {AR, augmented reality, installation, museum},
pubstate = {published},
tppubtype = {inproceedings}
}
2018
Juliano Franz; Joseph Malloch; Brian Lilley; Bob Bean; Derek Reilly
The Psychogeographer's Table Miscellaneous
Curated Exhibit, Maritime Museum of the Atlantic, 2018.
BibTeX | Tags: AR, augmented reality, installation, museum, projection mapping
@misc{Franz2018_MMA,
title = {The Psychogeographer's Table},
author = {Juliano Franz and Joseph Malloch and Brian Lilley and Bob Bean and Derek Reilly},
year = {2018},
date = {2018-05-18},
publisher = {Maritime Museum of the Atlantic},
address = {Halifax, Nova Scotia, Canada},
institution = {Maritime Museum of the Atlantic},
howpublished = {Curated Exhibit, Maritime Museum of the Atlantic},
type = {Curated Exhibit},
keywords = {AR, augmented reality, installation, museum, projection mapping},
pubstate = {published},
tppubtype = {misc}
}
2017
Juliano Franz; Bjorn Huntemann; Charles Hu; Joseph Malloch; Brian Lilley; Bob Bean; Derek Reilly
Beyond the Debris Field Miscellaneous
Curated Exhibit, Dalhousie Art Gallery, 2017.
BibTeX | Tags: AR, augmented reality, halifax, installation, museum, projection mapping
@misc{Franz2017_Gallery,
title = {Beyond the Debris Field},
author = {Juliano Franz and Bjorn Huntemann and Charles Hu and Joseph Malloch and Brian Lilley and Bob Bean and Derek Reilly},
year = {2017},
date = {2017-11-01},
urldate = {2017-11-01},
address = {Dalhousie Art Gallery},
school = {Dalhousie University},
howpublished = {Curated Exhibit, Dalhousie Art Gallery},
type = {Curated Exhibit},
keywords = {AR, augmented reality, halifax, installation, museum, projection mapping},
pubstate = {published},
tppubtype = {misc}
}
2016
Aniruddha Waje; Khalid Tearo; Raghav V. Sampangi; Derek Reilly
Proceedings of the 2016 ACM International Conference on Interactive Surfaces and Spaces (ISS '16), ACM, Niagara Falls, Canada, 2016.
Abstract | Links | BibTeX | Tags: children, collaborative systems, embodied interaction, gesture, museum, tabletop, tangible interfaces
@conference{Waje2016,
title = {Grab This, Swipe That: Combining Tangible and Gestural Interaction in Multiple Display Collaborative Gameplay},
author = {Aniruddha Waje and Khalid Tearo and Raghav V. Sampangi and Derek Reilly},
doi = {10.1145/2992154.2996794},
year = {2016},
date = {2016-11-06},
booktitle = {Proceedings of the 2016 ACM International Conference on Interactive Surfaces and Spaces (ISS '16)},
publisher = {ACM},
address = {Niagara Falls, Canada},
abstract = {In this paper, we explore the use of multimodal interfaces (tangible and gestural) in collaborative gameplay. In our setup, gestural interaction is performed to perform tasks with reference content on a wall display, in support of a main activity involving tangible interaction on a tabletop display. We designed two games using this configuration, in order to explore how children share these multimodal tasks during collaborative gameplay. We conducted a pilot within-subjects user study, piloting the games with 35 children between the ages of 8 and 15, and considered the impact of a number of factors (group size, age range, game type and interaction style) on gameplay. We present lessons learned from prototyping and pilot testing tangible+gestural multi-display systems, and describe the resulting refinements made in our design and implementation.},
keywords = {children, collaborative systems, embodied interaction, gesture, museum, tabletop, tangible interfaces},
pubstate = {published},
tppubtype = {conference}
}
Mohammed Alnusayri; Gang Hu; Elham Alghamdi; Derek Reilly
Proceedings of the 8th ACM SIGCHI Symposium on Engineering Interactive Computing Systems (EICS 2016), ACM, Brussels, Belgium, 2016.
Links | BibTeX | Tags: collaborative systems, museum, open source software, proxemics, sensor arrays, toolkit, top-down tracking
@conference{Alnusayri2016,
title = {ProxemicUI: Object-Oriented Middleware and Event Model for Proxemics-Aware Applications on Large Displays},
author = {Mohammed Alnusayri and Gang Hu and Elham Alghamdi and Derek Reilly},
doi = {10.1145/2933242.2933252},
year = {2016},
date = {2016-06-21},
booktitle = {Proceedings of the 8th ACM SIGCHI Symposium on Engineering Interactive Computing Systems (EICS 2016)},
publisher = {ACM},
address = {Brussels, Belgium},
keywords = {collaborative systems, museum, open source software, proxemics, sensor arrays, toolkit, top-down tracking},
pubstate = {published},
tppubtype = {conference}
}