Toward a Multiuser Social Augmented Reality Experience: Shared Pathway Experiences Via Multichannel Applications
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DRAFT – CITE FINAL AT IEEE XPLORE: http://ieeexplore.ieee.org/xpl/login.jsp?tp=&arnumber=7084768&url=http%3A%2F%2Fieeexplore.ieee.org%2Fxpls%2Fabs_all.jsp%3Far number%3D7084768 Toward a Multiuser Social Augmented Reality Experience: Shared Pathway Experiences via Multichannel Applications Sally A. Applin* Michael D. Fischer** Centre for Social Anthropology and Computing Centre for Social Anthropology and Computing University of Kent Canterbury, UK University of Kent,Canterbury, UK [email protected] [email protected] ABSTRACT 1 INTRODUCTION In Social Media environments, users engage in multiple relation- Future interaction design development for the User Experience ships and networks, but may not always do so with the same peo- (UE) of Augmented Reality (AR) must be aimed towards people ple at the same times. If they share too few channels of infor- in social, physical, and network space. AR is a virtual information mation relevant to a common goal, there may be too little mutual layer, database driven, largely singular to each user, based on information about a transaction to interact and communicate well geolocation, and dependent upon devices carried by individuals. collaboratively. Future interaction design development for the Although some UE concepts are beginning to drive the develop- User Experience (UE) of Augmented Reality (AR) must be aimed ment of some AR games and collaborative contexts, most promote towards people where they operate—in social, physical, and net- individuation rather than collective interests. work space. A conceptual understanding of the global interaction context within which people experience the social mobile web is Social Media has evolved many different social networks and needed, one that emerges from the aggregate of multiplexed asyn- users can participate in several concurrently. However, within chronous or synchronous data pathways of interacting individuals. Social Media environments, users engage in multiple relationships Stories are a means to relate multiple individuals' pathway experi- and networks only partially in common with others that they are ences in a collective form. At the moment, AR is based on fixed interacting with at a given time. One conceptual understanding of navigational pathways and single narratives without regard for the global interaction context within which people experience the broader context or history. We encourage UE development for AR social mobile web is PolySocial Reality (PoSR). [1, 2] to provide environments for sociability, shared stories and shared experiences. PoSR is the aggregate of all interactions of locations and commu- nications of all individual people in multiple networks, describing AUTHOR KEYWORDS the network transaction spaces that people traverse with others to Social Computing, Social Navigation, Mobile Computing, Inter- maintain social relationships via various apps and mobile services action Design, Multi-channel Applications, Augmented Reality, as well as in analog mediums. To the extent that people share User Experience. common sources of information while interacting with each other, the greater their capacity to collaborate. If they share too few ACM CLASSIFICATION KEYWORDS channels relevant to a common goal, there may be too little mutu- H.1.2 [Human Factors]: Human information processing; J.4 [So- al information about a transaction to interact and communicate cial and Behavioral Sciences] Anthropology; B.4.3 [Interconnec- well collaboratively. Poor collaborative interaction can lead to tions (Subsystems)]: Asynchronous/synchronous opera- further relational fragmentation with the potential to promote tions;K.4.3: [Organizational Impacts] Computer- supported col- individuation on a broad scale. laborative work By augmenting shared realities, physical and network-based, AR GENERAL TERMS can provide layers that merge different individual perspectives Design, Human Factors, Performance into a shared group creation. Currently AR renders a layer of in- formation onto a physical location or place utilizing information KEYWORDS: Social Computing and Social Navigation, Handheld from the network, but does not augment the shared network space Devices and Mobile Computing, Interaction Design, Multi- as well. Although AR provides a UE that enhances the data re- channel Applications, Augmented Reality trieval and augments grounded reality ("real life"), it is not yet active in a way that could truly shape the human sociability that is INDEX TERMS: H.5.1 [Multimedia Information Systems]: Artifi- observed within PoSR. Some people may use mobile technology cial, augmented and virtual realities—Social AR; J.4 [Social and to augment their current social experience, simultaneously check- Behavioral sciences]: Anthropology ing into a representational space on Foursquare (a location based mobile platform) whilst physically occupying a grounded reality environment. Others extend their physical space when they con- nect to a network and interact with their mobile devices during wait cycles in airports, stores, or public transit [1]. By changing the way that people travel through space and time during their daily routines, AR could shift our increasingly individuated user experiences by expanding our capability to draw on enhanced DRAFT – CITE FINAL AT IEEE XPLORE: http://ieeexplore.ieee.org/xpl/login.jsp?tp=&arnumber=7084768&url=http%3A%2F%2Fieeexplore.ieee.org%2Fxpls%2Fabs_all.jsp%3Far number%3D7084768 sociability and collaboration within a multi-user, multiple applica- turns/moves only as things come up in context. tion and multiplexed messaging environment. The Polynesians developed a system of navigation for the Polyne- That said, the AR community seems to be moving from passive sian sailors by which they turn the Vaka (a Polynesian voyaging AR objects placed in layers, and towards awareness that AR has canoe) as the stars align for their particular intended direction. the potential to be more active and more human focused. AR Most targets for the Polynesian sailor (islands) have a low horizon communities have been engaging around the idea of "storytelling" (e.g. height of coconut palms), which makes it difficult for them (summary of talks from ARE2011) invoking a comparison that to steer towards an island as a fixed target because the variability the AR industry mirrors that of Silent Film in its early days. of wave height can impede their vision. Stars are higher than Through storytelling, AR could develop into extended and exper- waves, and are in a fixed location that has a predictable rotation. imental narratives in its user experience. Stories are a means to A traditional Polynesian sailor navigates by turning the Vaka when the stars orient across the bow in the right way to reach an relate multiple individuals' pathway experiences into a collective intended destination. The Vaka may be turned again as another form rather than via fixed navigational pathways and single narra- star orientation appears. In this way the world appears to come to tives. We examine the facets of AR and how it can integrate with them, rather than they moving across the world. [3, 4] social media to become a social UE that integrates the network, mobile devices and the environment, drawing on AR capabilities Polynesian Navigation is thus very similar to the Geolomotion, to create the opportunity for multifaceted narrative expression. particularly within AR. People walk with their AR enabled devic- es and look for things to come into their frame of reference to help 2 THE STATE OF AUGMENTED REALITY (AR) them navigate their current environment. The series of unfolding Starting to think we need to tear down the walls of AR, be- events is how the Vaka gets navigation events to occur. The Poly- come something more. Contextual, media, social, ubicomp, nesians have to move for stars and planets to come across the ambient, human." - Gene Becker, Augmented Reality Strat- egist, Layar, Augmented Reality Conference 2011 Vaka, very much in the same way that individuals have to move (ARE2011), Santa Clara, CA, May 2011. their mobile devices to find and see AR productions. Gene Becker summed up a perception many had following the 4 AMBIENT AND GEOSOCIAL SOCIAL MEDIA APPS AND NEW Augmented Reality Event (ARE2011, now renamed AWE). Many DEVELOPMENTS IN SOCIAL AUGMENTED REALITY of the demos relied on similar mechanisms for deploying Aug- People have to be social to survive. We are dependent on each mented Reality (AR), and were perceived not to provide enough other and the systems that we build with each other to exist. Ed- of a User Experience. We were amongst the attendees and partici- ward T. Hall wrote, "Man and his extensions constitute one inter- pants and agreed with this assessment. Indeed, one of the things related system," [5] meaning that however much we might like to that is missing in AR is a group oriented multi-user social experi- separate that which is 'social' from that which is in the environ- ence that goes beyond the limitations of gaming. ment, we cannot, for these are interdependent. Much of Augmented Reality (AR) has developed as a virtual in- This means that for humans, being "social" has a function greater formation layer, dependent upon mobile devices carried or worn than getting along for the company of others or to be 'personable.' by individuals, database driven, singular to each user and based on Humans connect with each other in order to cooperate with each geolocation. Layar, Wikitude, Metaio's Junaio and Aurasma have other. Social cooperation,