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Tangible Interactions and Augmented Reality

Explore the use of tangible interactions and augmented reality in presenting information, enhancing understanding, and combining physical objects with virtual information. Learn about knowledge-based AR, reinventing familiar systems, and the rationales for tangibles and AR in learning, efficiency, informational, and the "feel good" factor.

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Tangible Interactions and Augmented Reality

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  1. Tangible Interactions and Augmented Reality Nirav Mehta Anne Marie Piper

  2. “Tangible Bits” • Foreground vs. background bits • How do we make use of the way people perceive objects, motion, and changes? • For purpose of presenting info • Enhancing understanding • Foreground: grasp and manipulate physical objects • Background: ambient media in augmented space

  3. “Knowledge Based AR” • Knowledge based – takes feedback from physical world • Intent based – user controls what they want to see • AR – overlays virtual on physical • Powerful means of providing information • Laser printer maintenance

  4. “Reinventing the Familiar” • Air Traffic Control is a high risk context • Don’t want to disturb the current system • Make incremental changes • Additional technology needs to be seamless • AR can combine original tactile cues with additional virtual information

  5. Rationales for Tangibles and AR • Learning • Efficiency • Informational • “Feel good” factor

  6. Learning • Is it easier to start with the physical device? • Socialized to learn things in a physical realm first, then understand it virtually • Ex: learning math, abacus • Reinforces understanding • Takes advantage of both visual and tactile memory (Air Traffic Control) • Mapping physical to virtual world • Familiar to unfamiliar

  7. Efficiency • Is there a point at which physical devices might slow down interaction? • Searchable campus map • Can Tangibles and AR increase efficiency? • Maintenance of a complex system • Achieve shared understanding in group work • Example: Designer’s Outpost

  8. Informational • Adding to surroundings • Present non-urgent info peripherally • Examples: stock orb, live wire • User determines whether or not they want to pay attention to the additional information • Can also direct user’s focus

  9. “Feel Good” Factor • Why bring back rich physical devices? • More natural means of input? • Ease understanding of virtual information? • Physical objects provide distinct feedback • Interactions with computers may become routine and feedback may become unnoticed after time • Tendency to give more attention to human feedback than machine feedback

  10. When is Physical Better? • Rubik’s cube on computer vs. physical? • Similar examples?

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