UBIACTION 2020 Florian Lang Pascal Knierim Albrecht Schmidt
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UBIACTION 2020 Edited by Florian Lang, Pascal Knierim, Jakob Karolus, Fiona Draxler, Ville Mäkelä, Francesco Chiossi, Luke Haliburton, Matthias Hoppe, Albrecht Schmidt UBIACTION 2020 5th Seminar on Ubiquitous Interaction January 27, 2020, Munich, Germany Edited by Florian Lang Pascal Knierim Albrecht Schmidt UBIACTION 2020 – Vol. 5 Vorwort Editors Florian Lang, Pascal Knierim, Jakob Karolus, Fiona Draxler, Ville Mäkelä, In der heutigen Gesellschaft ist die Allgegenwärtigkeit von Computern nahe- Francesco Chiossi, Luke Haliburton, Matthias Hoppe, Albrecht Schmidt zu unabdingbar und die Digitalisierung hat massive Auswirkungen auf die verschiedenen Seiten unseres Lebens und Arbeitens. So wandelt sich die Inter- Human-Centered Ubiquitous Media Group aktion mit unserer Umgebung zunehmend von der Mensch-Mensch-Interaktion Institut für Informatik zur Mensch-Computer-Interaktion und Kommunikation mit anderen Menschen Ludwig-Maxmilians-Universität München [email protected] findet zunehmend durch digitale Technologien statt. Dieser Wandel eröffnet vor Allem in der Forschung die Tore zu neuen Möglichkeiten der Interaktion zwi- schen Menschen und Computern. Das als „Ubiquitous Computing“ bezeichnete Forschungsgebiet untersucht unter anderem die Zugänglichkeit und Einfachheit der Interaktion mit mobilen und tragbaren Geräten und deren Einfluss auf ACM Classification 1998 - H.5 INFORMATION INTERFACES AND PRESENTATION die Erfahrungen des Menschen. Am Lehrstuhl „Human-Centered Ubiquitous Media“ der Ludwig-Maximilians-Universität München forschen Studierende kontinuierlich in diesem Gebiet. Im Rahmen des Seminars „Menschenzentrier- te Interaktion mit ubiquitären Computersystemen“ fertigen die Studierende ISBN-13: 979-8635125052 wissenschaftliche Arbeiten, um einen Einblick in zukünftige Möglichkeiten der Mensch-Computer-Interaktion zu gewähren. Auf der Veranstaltung „Ubiaction“ wurden am 27.01.2020 die Forschungsergebnisse des Seminars in Form von 15-minütigen Vorträgen präsentiert. Zudem wurden auf dieser Veranstaltung die Ergebnisse der Praktika „Web Programmierung (PWP)“ und „Entwick- lung von Mediensystemen 2 (PEM2)“ vorgestellt. Die Veranstaltung wurde Publication date von Herr Prof. Dr. Albrecht Schmidt eröffnet und geleitet. Die schriftlichen 27. January 2020 Ausarbeitungen der Studierenden aus dem Wintersemester 2019 wurden in diesem Buch als fünfter Band der Serie „Ubiaction“ zusammengeführt. License: This work is licensed under a Creative Commons Attribution 3.0 Unported license (CC-BY 3.0): http://creativecommons.org/licenses/by/3. 0/legalcode. In brief, this license authorizes each and everybody to share (to copy, distribute and transmit) the work under the following conditions, without impairing or restricting the authors’ moral rights: Attribution: The work must be attributed to its authors. The copyright is retained by the corresponding authors. Inhaltsverzeichnis Overview on the current techniques to display contextual information with adaptive AR Daniel Onumbu ................................................... 1:1–1:16 Learning and Mixed Reality - A Good Fit? Sybil Bast ......................................................... 2:1–2:16 Technology-Supported Context-Based Learning Simon von der Au ................................................. 3:1–3:17 Visualisieren von physiologischen Daten Alexandern Hiesinger .............................................. 4:1–4:14 Mensch - Roboter - Interaktion Lisa Gärttner ..................................................... 5:1–5:17 Physical Human-Robot Interaction Julian Bernhard Lorenz ........................................... 6:1–6:14 Human Drone Interaction Jan Paolo Holinski ................................................ 7:1–7:16 Interaction with Real-Life Objects in Augmented Reality in an Educational or Gaming Context Julian Preissing ................................................... 8:1–8:14 Human-Centered AI challenges and solution approaches Vanessa Sarakiotis ................................................. 9:1–9:19 Design challenges and opportunities for notifications in AR/VR environments David Klein ....................................................... 10:1–10:23 Die Reise ins (virtuelle) Ich - Einflussfaktoren auf das Gefühl von Embodiment in Virtual Reality Anke Pellhammer ................................................. 11:1–11:18 Editors: Florian Lang, Pascal Knierim, Jakob Karolus, Francesco Chiossi, Matthias Hoppe, Fiona Draxler, Luke Haliburton, Ville Mäkelä, Albrecht Schmidt. January 27, 2020. Munich, Germany. Teilnehmer Daniel Onumbu Sybil Bast [email protected] [email protected] Mensch-Computer-Interaktion Mensch-Computer-Interaktion Simon von der Au Alexander Hiesinger [email protected] [email protected] Medieninformatik Mensch-Computer-Interaktion Lisa Gärttner Julian Lorenz [email protected] [email protected] Mensch-Computer-Interaktion Mensch-Computer-Interaktion Jan Paolo Holinksi Julian Preissing [email protected] [email protected] Mensch-Computer-Interaktion Mensch-Computer-Interaktion Vanessa Sarakiotis David Klein [email protected] [email protected] Medieninformatik Mensch-Computer-Interaktion Anke Pellhammer [email protected] Mensch-Computer-Interaktion Overview on the current techniques to display contextual information with adaptive AR Daniel Onumbu Ludwig-Maximilians-Universität München, München, Deutschland [email protected] Abstract This paper provides an overview of the current state of research on contextual information access using adaptive augmented reality. First, a basis for adaptive augmented reality and contextual information access is provided. Afterwards, different research projects are presented that use several techniques such as gaze tracking, speech detection and global positioning system (GPS) tracking to obtain information about the environment. Based on these techniques, the augmented reality content adapts to display relevant contextual information. Finally, the current state of research is determined and research gaps are revealed. 2012 ACM Computing Classification Human-centered computing → Mixed / augmented reality Keywords and phrases Context-Aware Augmented Reality; Contextual Information Augmented Reality; Adaptive Augmented Reality; Context-Awareness. 1 Introduction Imagine a tool that can support you in any situation. Something that recognizes what situation you are currently in and what information could help you best at the moment. A tool that shows the way to the products on your shopping list in the supermarket, and can also be a help to build furniture by illustrating the individual steps of the construction process. With the help of Augmented Reality (AR) similar applications have already been developed [28]. Currently, such an application would simply be able to project the assembly instructions, but what if the application could react to influences from the environment? For example, a camera could take a picture of a pile of screws and the application would highlight the ones necessary for the respective step. The user could then easily place the screws in the right place. To do this, the application must understand the context in which it is used and what support is most useful. © Daniel Onumbu; licensed under Creative Commons License CC-BY Cite as: Daniel Onumbu. Overview on the current techniques to display contextual information with adaptive AR. In 5th Seminar on Ubiquitous Interaction (UBIACTION 2020). Editors: Florian Lang, Pascal Knierim, Jakob Karolus, Fiona Draxler, Ville Mäkelä, Francesco Chiossi, Luke Haliburton, Matthias Hoppe, Albrecht Schmidt. January 27, 2020. Munich, Germany. pp. 1:1–1:16. 1:2 Contextual information access with adaptive AR Daniel Onumbu 1:3 The following is a literature analysis of different techniques for adaptive AR the user almost permanently to virtual input. This is mainly implemented by applications, which try to adapt to external influences by means of contextual HMDs [22]. information access. First, a theoretical basis is provided. Afterwards, this interdisciplinary topic is reviewed, first considering research on adaptive AR applications and possibilities of contextual information access. Then the current state of research on contextual information access with adaptive AR is analysed. Finally, it should become clear which research gaps still exist and in which fields much has already been developed. 2 Theoretical foundation Figure 1 Milgram Reality-Virtuality Continuum [26]. The following chapter will give a theoretical basis for the further course of the paper. A short overview and definitions of the terms augmented reality (AR) Mekni and Lemieux divide the AR applications into at least twelve categories. and contextual information will be provided. These include military, medical and entertainment applications. Examples include displaying real battlefield scenes and augmenting them with information 2.1 Adaptive AR [35], displaying correctly rendered image of the ultrasound of a fetus overlaid on the abdomen of the pregnant woman [5] or increasing the visibility of To define adaptive AR, first AR and adaptive interfaces are defined. With important game aspects in sports like the line of scrimmage in a football these definitions as a foundation, adaptive AR will be defined afterwards. field [25]. In this paper AR will be seen in the way Azuma et. al. defined it Augmented Reality enhances a user’s perception of and interaction with the combining real and virtual objects